This is a Unity DOTS/ECS code showcase focused on custom gameplay systems. The main systems in this repository are a grid-based pathfinding setup and a Verlet integration cloth/flag simulation.
6000.4.3f1Assets/_Project/CodeAssets/_Project/Scene/Example.unityThe pathfinding code lives in Assets/_Project/Code/PathFinding.
The system builds a grid from authored data, stores it as a blob asset, then uses Unity Physics checks to classify each point as air, ground, near-ground, movable, blocked, or static-blocked. It can also update only a small region of the grid when something changes, instead of rebuilding the full map.
The path algorithm is an A*-style search:
G, H, and F costs to choose the next best node.After a path is found, the movement system drives the entity with PhysicsVelocity, removes points as they are reached, and asks for a recalculation if the entity seems stuck.

The Verlet code lives in Assets/_Project/Code/VerletIntegration.
This system simulates cloth-like objects from points and sticks. The baker converts authored points, locked points, triangle data, and stick links into ECS buffers. During simulation, each unlocked point moves using its current position, previous position, damping, and gravity. Then the stick constraints are solved several times to keep the cloth shape stable.
Highlights:

Overall, the project shows practical DOTS systems with a focus on data-oriented movement, physics queries, custom simulation, and runtime mesh updates.