Inquire: application of DOTS for scenario

Hello,

I like to inquire before I dive into the documentation again whether DOTS being upping performance applies to the following scenario and where to look for the info on how to accomplish that:

~ 10,000 GameObjects of the same type on the root level each performing a “1 line” individually unique (using Random values) GameObject (transform) operation in their Update method.

I used to apply TransformAccessArray for a hierachy of GO ~ 3 years ago but performance was on par to before at best.

Is my use case easy and simple to implement using DOTS or would I have to create a “World”, add translation components to GOs, instruct to copy values, … ?

A short reply suffices :slight_smile:

I can think of three reasons why this might be:

  1. You weren’t using Burst
  2. You were setting up your job in a way that was expensive
  3. You were bottlenecked by something else, like rendering

Whether or not Entities would be easier likely depends on what that bottleneck was. But what you describe is relatively easy to implement with Entities compared to other things in the Entities world.

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