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Latios Framework

A Unity DOTS framework for my personal projects

From Dreaming381·Updated June 18, 2026·View on GitHub·

The Latios Framework is a powerful suite of high-performance low-level APIs and feature-sets for Unity’s ECS which aims to give you back control over your gameplay. If you like the general paradigms, syntax, and workflows of Unity’s ECS, but find Unity’s offerings to be incomplete or frustratingly full of quirky unintuitive details, then this framework may be exactly what you need to achieve your vision. The project is written primarily in C#, distributed under the Other license, first published in 2019. It has gained significant community traction with 1,312 stars and 123 forks on GitHub. Key topics include: animation, audio, dots, ecs, framework.

Latest release: v0.15.7Full Framework 0.15.7
June 13, 2026View Changelog →

Latios Framework for Unity ECS – [0.15.7]

The Latios Framework is a powerful suite of high-performance low-level APIs and
feature-sets for Unity’s ECS which aims to give you back control over your
gameplay. If you like the general paradigms, syntax, and workflows of Unity’s
ECS, but find Unity’s offerings to be incomplete or frustratingly full of quirky
unintuitive details, then this framework may be exactly what you need to achieve
your vision.

The Latios Framework does not replace Unity’s ECS, but rather complements it
with additional APIs and tools. In some cases, the Latios Framework may tweak
Unity ECS’s underlying mechanisms to provide more features or improve
performance. Desktop platforms are supported out-of-the-box. Other platforms may
require additional effort (i.e. compiling native plugins) to achieve
functionality and performance benefits.

Originally, this framework was for my own personal hobbyist game development,
and in a sense, still is. However, after several years of development, it has
proven a valuable resource to the Unity ECS community. It is provided here free
to use for personal or commercial usage and modification. All modules are
licensed under the Unity Companion
License
. The
modules may contain code borrowed from official Unity packages and therefore may
be seen as derivative works. Despite this, the Latios Framework contains many
adaptations of top-class solutions in the industry (see Third Party
Notices
) as well as original inventions geared
towards Unity’s ECS.

This version targets Entities 1.4.4 with ENTITY_STORE_V1 and a minimum editor
version of 6000.3.8f1. Entities 6.4.0 compatibility is not supported at this
time.

[0.14.x] users, please read the Upgrade
Guide
!

Modules

The Latios Framework contains multiple modules, each of which contain public
API for your own use. For even more functionality built on top of these modules,
check out the Add-Ons
package
!

Modules are disabled by default and are installed via a custom bootstrap.
Bootstrap templates are provided in the Assets Create menu.

Core

Core
is an essentials kit for handling common programming concerns in Unity’s ECS. It
contains APIs for faster structural changes, improved workflows for shared
settings and resources, tools to better organize your game loop, and plenty of
API extensions covering many gaps in Unity’s ECS. If there is a common “hard”
problem in ECS, there’s a good chance Core has a tool to address it.

Aux ECS

Aux ECS is a collection that allows for storing a single-threaded ECS world,
where entities are existing or fictional Unity entities. It can be used to tag
entities with additional metadata without requiring sync points.

QVVS Transforms

QVVS
Transforms

provide custom transforms systems based on the concept of QVVS transforms, which
are vector-based transforms that can represent non-uniform scale without ever
creating shear. This module comes with a fully functional custom transform
system with automatic baking and systems, offering more features, performance,
and determinism than what is shipped with Unity. Unlike Unity Transforms, the
QVVS Transform System is an always up-to-date system, meaning any change made to
a transform will automatically sync with the rest of the hierarchy immediately.

If you wish to use Unity Transforms instead, you can enable a compatibility mode
for all other modules using the scripting define LATIOS_TRANSFORMS_UNITY. Some
features in the other modules will be disabled when you do this.

Calci

Calci
is a module focused on math and algorithms that can be useful for gameplay
design as well as building blocks for engine-level functionality. Curves, RNG,
and search algorithms can all be found here, as well as some lesser-known
algorithms such as QCP. Most implementations are heavily optimized for Burst.

Psyshock

Psyshock
Physics

is a physics and spatial query module focused on user control. While most
physics engines provide out-of-the-box simulation, Psyshock instead provides
direct access to the underlying algorithms so that you can craft the perfect
physics simulation for your game and not waste any computation on things you
don’t need. Psyshock’s CollisionWorld allows querying ECS archetypes
spatially, allowing you to express game logic efficiently and concisely.

Myri

Myri
Audio

is an out-of-the-box pure ECS audio solution. It features 3D spatialization of
both looping and non-looping audio sources, multiple listeners, directional and
non-directional sources, and a voice combining feature to support massive
amounts of sources at once. Playing audio is as simple as instantiating prefabs.

Kinemation

Kinemation
Animation and Rendering provides everything you need to fill your game world
with life and beauty. Decorate your world with dense foliage using Kinemation’s
advanced LOD system and mipmap streaming. Modify meshes on the fly with
Kinemation’s easy-to-use UniqueMesh solution. Animate entities with IK, inertial
blending, and root motion. And experience better performance as Kinemation
unlocks little-known rendering bottlenecks to achieve greater performance.

Calligraphics

Calligraphics
is a world-space text rendering module. Whether you need a bunch of damage
numbers, or complex world-space text supporting multiple languages and writing
formats, Calligraphics has you covered. It leverages HarfBuzz and a custom
dynamic SDF pipeline that makes it easy to get any text with any font on the
screen.

LifeFX

LifeFX
provides VFX solutions at ECS scales using an intelligent graphics buffer
management pipeline. It comes with an out-of-the-box solution for sending ECS
event payloads to VFX Graph via graphics buffers, as well as synchronizing
entity transforms with the GPU. This way, a single VFX Graph instance can
support thousands of entities.

Unika

Unika
is a C# scripting solution for ECS with full jobs and Burst support. Scripts
are packed in dynamic buffers and can be invoked abstractly through interfaces
using source generators. Scripts are fully referenceable from entities and other
scripts, providing plenty of flexibility.

Future Modules

  • Mach-Axle AI – A utility AI evaluator designed for high throughput
  • Unnamed Networking – Something fast and flexible at scale

Why Use the Latios Framework?

Typically, “frameworks” fall into one of two categories. Either, they are
someone’s collection of convenience classes and extension methods, or they
define a specific architecture and workflow for describing gameplay code.

While the Latios Framework has some of those things, its primary concerns are at
the engine level. Many of its tools and solutions are inspired by GDC
presentations, technical blogs, and research papers. A key focus of the
framework is to make these advanced technologies usable within a DOTS-based
production environment. But another common theme is fixing or providing
alternatives for fundamental design issues in the official ECS packages. For
technical reasons, it is a “framework”, but the individual APIs act more like a
toolkit and stay out of the way. A developer using it should always feel in
control. If not, there’s likely an issue worth bringing to attention.

The Latios Framework fixes multiple fundamental performance and behavior issues
within Unity’s ECS packages. The results of such efforts are best demonstrated
in this video. For a complete breakdown of these
changes with each configuration and bootstrap, check out this
guide
.

0.13 marked the beginning of Phase IV, which has focused on higher-level
workflows and advancing existing technologies for real productions.

Long term, the Latios Framework’s mission is to dramatically reduce the
development effort required to make highly artistic 3D games and short films.

Getting Started

There are three methods to install the framework package (contains all publicly
released modules).

  • Clone or submodule this repository into your project’s Packages folder
    (recommended for contributors or those wanting faster bugfixes and updates)
  • Add package via Package Manager -> Add package from git URL
  • Add via OpenUPM

After installing the framework package, follow the instructions in the first
section
here.
You may also want to look through the compatibility
guide
.

Getting Started pages and documentation are provided with each module.

Learning Resources

Proud Users of Latios Framework

Forks and Extensions

Open Projects

Support

TL;DR – I try to take issues and feedback as seriously as if this were a
commercial project (or for the cynical, to shame commercial projects). Do not
hesitate to reach out to me!

Issues (Bugs or Performance)

This is a hobby project and not my full-time job, so I cut corners and don’t
spend a lot of time testing things. Sometimes I write code while an idea is in
my head and just leave it there. Bugs will sneak in.

However, bugs are infuriating!

If you see a confusing error, send me a description of what you were doing and a
stack trace with line numbers and the version you are using. You can use the
GitHub issues, GitHub discussions, Discord, the DOTS forums, Unity PMs, or
emails. Usually, I will find a bug fix locally, and provide instructions on how
to apply the fix yourself. Then I will roll out the bug fix in my next release.

For strange behavior that doesn’t trigger errors, a repro is the only way to
guarantee the issue gets diagnosed, but a good description can go a long ways
too.

For performance issues, if you can’t send me a repro, send me a profile capture.
It doesn’t matter if the issue makes your game unplayable or if you just want
one task to be a couple hundred microseconds faster. I’m interested!

Feature Requests

Please send feature requests, even if it is already listed on one of the
near-term roadmaps. It helps me prioritize. Requests for small utility functions
or other simple concerns can usually be squeezed in patch releases. I always
reserve full discretion. Try to propose your use case, and focus less on a
proposed solution.

Learning Resource Requests

If you see gaps in the documentation, or are struggling to understand features,
let me know. If you would like more demos and samples, also let me know what you
would like an example of. I won’t build your game idea for you, but simple
things I can try and squeeze in.

Derivatives, Collaboration, and Contribution

I develop this framework separately from this repository scattered across
various projects. I will provide the current snapshot from any of those projects
upon request. I promise the code may be terrible. This may be useful to you if
you desire to contribute in an area I am actively developing. See
Contributing
for more information.

If you are developing your own packages on top of this framework, commercial or
open source, feel free to reach out to me for suggestions, guidance, or to
establish your stake in the areas that concern you. It is important to me that
such dependent technologies are successful. For open source projects, I may even
send a pull request.

Feature Releases and Compatibility

I do not promise backwards compatibility between feature releases (0.X). I will
have upgrade guides detailing all the breakages and what to change. But it will
be a manual process.

Patch releases (0.15.X) will always preserve backwards compatibility back to the
last feature release.

While I will provide tips and suggestions if you use older releases, I will not
publish patch releases for older versions.

Special Thanks To These Awesome Contributors

If you would like to be added to this list, see
Contributing
for how to get started.

  • Fribur – Calligraphics collaborator, owner of TextMeshDOTS, and original
    integrator of HarfBuzz
  • Sovogal – Significant contributions to the Calligraphics module (including
    the name)
  • canmom – Android support, Kinemation baking fixes, and build fixes
  • Laicasaane – C#10 support for source generators and Android support for
    HarfBuzz
  • Dechichi01 – Various fixes and improvements for Core, Psyshock, and
    Kinemation
  • TrustNoOneElse – Backend assistance for QVVS Transforms and Calligraphics
  • Obrazy - Fixes for DynamicHashMap and QVVS Transforms backend assistance
  • clandais – Myri audio source scene editor handles
  • Anthiese – Mac OS support for AclUnity
  • IlyasFed (NotBugThisFicha) – ADPCM for Myri
  • germanoeich – F and Shift + F support for runtime entities
  • Webheart – Fixes for Android support for HarfBuzz and Calligraphics
  • sptndc – Mac OS fixes for HarfBuzz
  • Lewis – Improvements to EntityWith<> and EntityWithBuffer<>
  • aqscithe – Calci accretion disk point sampling
  • Miskinis – Unity Transforms mode fixes
  • Everyone else who reported bugs and made the Latios Framework more stable
    for everyone

A Word of Caution

If you choose to modify any of the contents here licensed under the Unity
Companion License, my understanding is that any modifications, including new
inventions inserted, will belong to Unity as per the terms described by the
license.

This license is subject to change to one that allows pieces of the Latios
Framework not developed by Unity to be used in other ecosystems. If this is
something you desire, feel free to discuss in the Latios Framework Discord.

If anyone at Unity sees this, know that you have full permission to use anything
in here without attribution unless the code falls under one of the third-party
licenses (which will be documented via comments directly next to the relevant
code).

Contributors

Showing top 11 contributors by commit count.

View all contributors on GitHub →

This article is auto-generated from Dreaming381/Latios-Framework via the GitHub API.Last fetched: 6/20/2026