This is a collection of 4 different implementations of a boid simulation in Unity. It's an experiment to find out how many boids Unity can simulate and render at once. The four different implementations are the following:
- Implementation with GameObjects and MonoBehaviours (~350 boids)
- Implementation with ECS (no Jobs) (~500 boids)
- Implementation with ECS and Jobs (~7.000 boids)
- More complex implementation with ECS and Jobs (~250.000 boids)
The last one includes code originally made by Bogdan Codreanu: https://github.com/BogdanCodreanu/ECS-Boids-Murmuration_Unity_2019.1
This Unity project was created with Unity 2020.1.0f1. If you notice any improvements which could be made or found a better system, I'd love to hear about it!