Bit of a weird post to write but as an active member on the forums and Unity discord, as someone working on a dots asset for the store and as someone who wants to see DOTS succeed and thrive, I feel compelled to write something.
I know there is a blog post/roadmap for DOTS planned - it really can’t come soon enough.
This is all very anecdotal and my personal pov:
From people new to DOTS there’s a lot of:
- “I’ve installed 2020.1 and enabled experimental packages but I can’t find Entities”
- “How do I make something collide” etc
These are basically all fine - a lot of experienced people there who help take people through the steps and a community wiki they’ve started.
From people who haven’t tried it out:
- “Oh I heard they’re stepping back from DOTS”
- “Typical Unity, they marketed it like crazy but haven’t delivered”
From people experienced there are daily occurrences of:
- “What is actually a good pattern for working with prefabs?”
- “How do we animate anything other than a cube?”
- Almost everybody likes the idea of subscenes but can’t use them in practice
- People trying to find a combination of “Convert & Destroy”, “Convert & Inject”, Subscenes and runtime conversion to give them what they need to move forward.
- “It’s all really buggy”
- “Yea, there’s a lot of good stuff but definitely don’t touch it if you want to make a game in the next few years”
- “The demos are all stuck together with duck-tape”
- Megacity doesn’t work with any packages from the past year+
- “It’s shocking how little Unity have achieved in the last two years”
- “I’ve given up and gone back to MBs”
- “It’s a nice toy but you shouldn’t use it for anything serious”
- “I’ve written a completely custom everything and only use Unity for the rendering”
- “The DOTS editor they had for Tiny was great, I still don’t understand why they abandoned that”
- Generally a huge amount of frustration and feeling that progress has been really slow
- Rendering - From a user perspective it’s really hard to feel this is making the progress it should be given its priority and of course this bleeds outside of DOTS.
I should mention there’s also a lot of positive discourse about networking, optimisation strategies etc. but they tend to be re people making their own engines rather than using Unity’s.
To be clear, I don’t think the above is at all a fair overall assessment. I also don’t think Unity/DOTS is for everyone. I am very sure the team has been working incredibly hard and believe that right now Unity’s undertaking a set of mammoth tasks.
The fact I feel I need to post something here is the issue. It’s about communication. From where I sit (a Unity & DOTS advocate) there’s a swathe of negative sentiment. I think this is at least partly known, why people looking to get into dots struggle to even find it now and the reason for the planned post. Yet to a degree I feel Unity must be unaware of the extent given how long it’s taking to publish anything and the past year’s practically radio silence when it comes to “the plan”?
If there have been avenues explored and dead-ends hit, it would be great to hear about those! It would really help to feel like we know what our engine team is up to and what they’ve learnt along the way. Ideally more than once every few years.
I hope other people share their own takes here and I’d love for the majority to disagree! Please point out blog posts from the DOTS team I’ve missed, tell me about game studios that are chuffed with how things are going etc.
Edit: Wanted to reiterate something GliderGuy said - DOTS has massively elevated my technical understanding and capabilities as a programmer. Lifting up a whole community via this technology is massively impressive to me. I’m hugely grateful and it underpins my advocacy.