I personally use DOTS for some of my larger projects, but I still rely on GameObjects for smaller games where I don’t need mass entity performance. However, I always miss float3/float2 when I do so. The float3/float2 types from the “Mathematics” package and the accompanying math library just feel so much more well-thought-out and designed in terms of consistency and ease of use than Vector3. Just the fact that it allows you to “myfloat3.xy” to get a float2 is super convenient.
I try to to create conversion points in the codebase to accommodate float3. Especially so I can create Unity and stack independent common code (using float3/float2). But this results in numerous unnecessary conversions everywhere.
Implementing floatX for GameObjects would also reduce the conversions required in hybrid DOTS+GameObjects projects.
I understand its a huge endeavour. But personally I would argue its something that eventually needs to happen. If nothing else just for standardization and reducing the cognitive load for people new to unity.
Luckily float3/2 implicit cast to Vector3/2 so its not that much that has to happen. Main thing IMO would be to get out a float3 from “Transform.position”.