ECS for architecture of an interaction system?

Hello,

I was working on physics-based system for Unity water which would essentially be another component in Unity water called interactions. This would be implemented using a series of classes.
The question is, before implementation, I wanted to come up with a solid architecture of the system and I was looking for suggestions on that.
Should I use ECS or plain and simple class and sequence diagrams? What approach would you guys recommend?

Please let me know if something is unclear in my question and needs further clarification.

Any help would be much appreciated :slight_smile:

I suggest you don’t use ECS. Because it solves scale problems you probably don’t have while adding a ton of technical complexity and productivity overhead.

But use Job System and Burst instead. These are always useful, relatively simple and provide a lot of practical CPU performance gains.