I’m thinking about implementing the pure ECS concept in a game my company is starting to work on. From my research and a previous post by a developer on this forum I’ve gathered that pure ECS is not quite ready for production yet but some are already implementing it with pretty much no obvious drawbacks. What exactly is keeping DOTS ECS from being production ready? Are we talking bugs or missing features? I’m trying to figure out if it’s a right solution for my project.
Thank you!
Couldnt you have just continued the conversation in the already existing thread you already made on the subject:
https://discussions.unity.com/t/764830
Instead of making yet another thread?
Anyway in general the physics is not complete, rendering is not complete, most things like occlusion dont exist, etc etc. You will likely do a lot of drawing manually by creating buffers to use with Graphics.DrawMeshInstancedIndirect and stuff like that. Physics wont be like you expect, you will need to do a lot of low level stuff and definately play with more math than normal unity development would require. Documentation is lacking and often behind, breaking API changes regularly happen, stuff like that
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Animations & Pathfinding also missing!
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