Ironically, Unity's ECS development effort has gone radio-silent in the last few months. Their latest versions of the Unity Editor (2021.1+) are no longer compatible with ECS, and Unity's forum reps have not responded to the many game devs left in limbo and begging for info or an update. Something with ECS development is clearly going haywire, and the silence from the Unity people is troubling.
I can't imagine them to just continue DOTS like normal after going silent for so long. If they don't axe it, then they may choose to do something drastically different than before, like automatic ECS conversion under the hood. ECS is really good for things that scale. Architecturally, it has both pros and cons to OOP. After working with ECS for a few years, I came to the conclusion that OOP is still the best for beha…
Just my 2c.
I do concur with the above poster, though -- their ECS/DOTS has been basically ignored. At this point there's so, so, so much of the Unity ecosystem that just flat out fails to work beyond some very, very, very small scale that it's just mind-blowing. Want to use their physics, or nav-mesh agents, or even their sprite-rendering systems? Once you get 500-1k of any of those objects into a scene (ie, sprites!!), you've already blown way past your CPU/framerate budget. It's mind-boggling; especially when you can, for example with sprite rendering, run your own mesh with a bunch of quads and absolutely obliterate the performance you get from SpriteRenderers.
Very frustrating & somewhat mind boggling TBH. I'd personally guess the vast majority of indie devs that use Unity are simply using it as a [mesh] rendering pipeline & practicing a "roll our own" approach for almost everything else.