0

Intro

I've been following Unity3D's DOTS development for a while now and I've been doing a few tutorials on getting ECS going. However, nowhere have I found it to be clear that Unity3D is deprecating their current GameObject/Hierarchy approach and replacing it with the new Entity/ECS approach.

Theories

At present, it seems like a hybrid between the two, so anything that typically belongs in a object pool or could cause memory fragmentation (projectiles, items, respawning units, etc.) uses Entity/ECS, and the rest still use GameObject/Hierarchy.

This seems less than ideal to me since the non-optimal approach will block going to the next frame where the optimal one will wait. Where if only ECS was used, you will get a lot more frames out, which is kinda the point...

On the other hand, having to onboard designers and animators to use something like ECS would just be expensive (at the moment) and much more technical. The current ECS window in the editor is not really intuitive and less a tool than simply a result output.

Question

So my question is, does Unity3D plan to keep the hybrid approach and if so, how do we choose whether to use an entity or a gameobject? Or if they are going with the ECS only approach, will the current entity editor window be changed to accommodate designers/animators?

FanManPro
  • 1,076
  • 1
  • 13
  • 31
  • 1
    They already stated in some of their developer videos they are keeping both the GameObject and DOTS. – AresCaelum Aug 29 '19 at 19:11
  • @Eddge Ah! I must have missed that one. I'm going to see if I can find it. – FanManPro Aug 29 '19 at 19:42
  • 2
    Ok so after reviewing the Q&A session at the end of this video: https://www.youtube.com/watch?v=QbnVELXf5RQ There is mention of using the jobs system for either game objects or entities. Making ECS essentially optional to achieve multi-threading and its only real purpose seems to be for pooling and memory optimization. – FanManPro Aug 29 '19 at 20:02

0 Answers0