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    • Entity Component System
    • DOTS Project Setup
    • ECS concepts
      • Entities
        • Accessing entity data
        • Using an EntityQuery to query data
        • World
      • Components
        • General-purpose components
        • DOTS Hybrid Components
        • Shared component data
        • System State Components
        • Dynamic buffer components
        • Chunk component data
      • Systems
        • Creating a system
          • Using Entities.ForEach
          • Using Job.WithCode
          • Using Entity Batch jobs
          • Using IJobChunk jobs
          • Manual iteration
        • System Update Order
        • Job dependencies
        • Looking up data
        • Entity Command Buffers
      • Sync points
      • Write groups
      • Version numbers
      • Job extensions
      • Generic jobs
    • Creating gameplay
      • Conversion Workflow
        • Conversion for LiveLink
      • TransformSystem
      • Rendering
      • Common patterns in gameplay code
    • DOTS packages
      • com.unity.2d.entities
      • com.unity.2d.entities.physics
      • com.unity.animation
      • com.unity.audio.dspgraph
      • com.unity.collections
      • com.unity.compositor
      • com.unity.dataflowgraph
      • com.unity.dots.editor
      • com.unity.dots.runtime
      • com.unity.graphtools.foundation
      • com.unity.jobs
      • com.unity.media.utilities
      • com.unity.netcode
      • com.unity.physics
      • com.havok.physics
      • com.unity.platforms
        • com.unity.platforms.android
        • com.unity.platforms.ios
        • com.unity.platforms.linux
        • com.unity.platforms.macos
        • com.unity.platforms.web
        • com.unity.platforms.windows
      • com.unity.rendering.hybrid
      • com.unity.searcher
      • com.unity.timeline.dots
      • com.unity.tiny.all
        • com.unity.tiny
        • com.unity.tiny.desktop
        • com.unity.tiny.web
      • com.unity.transport
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