• Let's break down the Data Oriented Technology Stack
  • "But what the h*ll are they?"
  • The Entity Component System(ECS)
  • Unity's ECS is not a subsystem! It's basically its own engine in and of itself.
  • "In that case, what is Hybrid ECS?"
  • "Then why not just go with that? I can write my MonoBehaviours AND ECS at the same time!"
  • "So what do I do then? Most of my stuff that I bought from the asset store needs GameObjects existing? I also don't want to have double the stuff"
  • "So what's the compromise then? What's a good way to write fast high performance code without going to the hassle of ECS Unity?"
  • Job System
  • "But what am I going to do with it if it doesn't take GameObjects in?"
  • Burst Compiler
  • "Nah, you must be messing with me"
  • "Really, how?"
  • "Okay, but you haven't answered my original question: a good compromise for fast-pace code without changing my MonoBehaviour work flow"