So something that's been mulling around in my head as newer ECS features such as sub-scenes and Asset Blobs have come out, is this: Is there a plan to build support for patching both a built player and or contents with ECS to account for version changes (like enough refactoring to alter scene data)? On previous projects we wound up using a 3rd-party binary patcher (P.A.T.C.H on the asset store) and while it was a good tool for our needs (binary deltas for delivering client application patches), there's still some issues with the lack of direct integration/support for this sort traditionally with Unity. One of the issues that things like protobuf and other nearly-memory-mapped formats have to deal with is putting deprecation/addition features straight into the protocol itself, how would that be handled? It looks like with Addressable Assets, there's already a move away from the "large, incomprehensible, baked YAML blob", which is a good step. Is the move to DOTS facilitating the backend changes to replace AssetBundles with something better? One last thought/question: How would this tie into improved modding support for games? I can imaging having a consistent, organized dataset could be potentially huge for modding.