Unity DOTS / ECS (Entities 1.x) When (and when not) DOTS shines with lots of similar things doing lots of similar work : 10k+ units, particle-as-entity sim, deterministic physics for netcode. For typical character-based gameplay (a player, 10 enemies, UI) classic GameObjects + MonoBehaviour are simpler and fast enough. Mixing both: hybrid mode — GameObjects for hero/UI, ECS for swarms. Components All are blittable structs (no reference types directly). Systems — ISystem (preferred over SystemBase for Burst) lets Unity generate the iteration boilerplate at compile time. Querying = read/write,…