Closed KBryan closed 10 months ago
It's not a hype. But ECS doesn't make much sense in regards to our own SDK, since it would require us
@boorich MUD and DOJO are frameworks (actually, DOJO Is an engine) that haven't even been built in Unity and are then of course not using the Unitys ECS stack which OP is mentioning. And ECS is kind of like MVC or MVVM -> It's a design pattern, nothing much. The new Unity ECS package that got released is a good thing to have in back of our head to be supported, but as I've stated above, it'd require a lot of rework and a lot of support + it's not still that much in use in games (like, it's not a standard, but it might become in like 3 years).
I agree. This massive change introduces a lot of cognitive overhead for developers and an enormous development and maintenance overhead for us. What we might do instead at a later point in time would be to prototype a specific client for some on-chain world and see if we can make use of Unity's in-build ECS capabilities. If we don't find a worthy problem to tackle with ECS, then it's probably too early to work on it.
With the latest release of Unity3d 2022. ECS is now out of preview mode and is at full release. This changes the way game developers work in Unity and will become the de facto standard moving forward. It would be a good idea to get ahead of the curve and update our tools to support this.