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Entities 1.0 is focused on enabling specific scenarios and types of games that were previously challenging to build in Unity. The goal of Entities 1.0 is to augment the Unity Engine with an opt-in way of writing game code that’s compatible with the existing Unity architecture. This plan will be detailed in our public roadmap space so that you can easily share your ideas and feedback. We will be releasing the details of the provisional scope of this version and future steps at the same time we release version 0.50. Entities 1.0 will not be compatible with earlier LTS versions. The 2022 LTS cycle is our preferred target for this release, but we have yet to confirm it.
#Those who remain script 2021 full#
The second milestone is the actual transition from experimental packages to full release status with the version we call Entities 1.0, which will be fully supported much like any other released feature of Unity. We are targeting the first quarter of 2022 for this release. Those packages will remain in experimental mode with this milestone, meaning they are still not recommended for production. This release will allow you to get easier access to patches and fixes compatible with ongoing LTS versions. The first is a set of experimental packages updated to version 0.50, compatible with Unity 2020 LTS at first and targeting compatibility with the upcoming Unity 2021 LTS later in the coming year. We’re now confident that we have reached the point where we will be able to restart releasing public patches to our packages. We ended up pausing releases altogether while trying to figure out the best direction earlier this year. As such, we ended up having to rewrite APIs more often than we wished, and at times we struggled to deliver the fixes at the speed and quality that we hold ourselves to.
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Not only did it take us more time to build a solid foundation than we envisioned, but we also realized it required a more comprehensive approach that touches almost every aspect of the Unity development experience.
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Our enthusiastic commitment to this new way of building games reinforced a belief that we would get out of experimental and unsupported mode quickly. Our original intent with the development of DOTS was that it would be fast, generally stable, and straightforward to support. Getting to a first fully supported release has been and remains our main focus. Over the last year, the teams working on ECS solutions have been focused on leveraging the lessons learned from early adopters’ productions to converge toward a stable first release.
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To make it very clear: We are actively developing DOTS.
#Those who remain script 2021 update#
I’m jumping in here to share an update on where we are before we share a larger and more detailed communication at the beginning of 2022. My name is Laurent, Product Manager for DOTS.
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