It’s briefly hinted at in the article, but this game uses Unity ECS. Unfortunately, the rendering side of things of that tech has been… garbage for a long long time. Even 1.0 comes with the caveat that it might be (ha) worse than the standard rendering paths.
It seems that their team fundamentally underestimated that risk and backed themselves into a corner of having to write their own rendering bridge layer — and failing quite spectacularly at it. Bummed for them.
I’ve shipped one very high profile game and another much less so that use ECS. For both games I was never so crazy as to commit us to any ECS packages outside of the core and NetCode. From the start of each project I knew that we’d be bridging the ECS sim with regular Unity GameObjects for visuals — which sounds crazy but actually works quite well . I hope that there is a day when a game can be full DOTS without caveats, because despite the tech’s struggles I remain quite a proponent of the design patterns.
It seems that their team fundamentally underestimated that risk and backed themselves into a corner of having to write their own rendering bridge layer — and failing quite spectacularly at it. Bummed for them.
I’ve shipped one very high profile game and another much less so that use ECS. For both games I was never so crazy as to commit us to any ECS packages outside of the core and NetCode. From the start of each project I knew that we’d be bridging the ECS sim with regular Unity GameObjects for visuals — which sounds crazy but actually works quite well . I hope that there is a day when a game can be full DOTS without caveats, because despite the tech’s struggles I remain quite a proponent of the design patterns.