Adopt Unity's Entity Component System, Job System, and Burst compiler strategically to scale simulations to tens of thousands of entities while avoiding the over-engineering trap.
## CONTEXT I have a Unity 6 project (2026) with a simulation-heavy feature (huge crowds, bullet-hell projectiles, RTS units, or particle-like agents) that the classic GameObject/MonoBehaviour model cannot scale to. I am considering Unity DOTS (Entities, the Job System, Burst, and the math library) but I am wary of…
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