I've started working on getting my project more and more over to ECS and DOTS now, especially for the NPCs and vehicles, however I am noticing that things aren't as straight forward as it was with Monobehaviour and I end up spending a lot of time looking up what I can do and how. I also find I am writing a lot more code, but also that I can do more in more levels. Which then again brings me to starting to look into loop vectorization and such, and suddenly I am now doing optimisations I have never really looked into that much before, but seems to be absolutely key to getting the few extra% of performance boost needed to make the conversion worth it. Had I gone with Monobehaviour all the way my game would have been released last year, not because I am more familiar with it, but because of how limited it is. I just need to put the right shape into the right hole and hammer it in with the squeaky hammer like I always do, unlike with DOTS where I have to put on a magnifying lens to assemble the Fabergé egg's finer pieces using a precision tool. I would at least expect a more "adaptive" compiler to understand that putting [WordInBrackets] would be a silver bullet, but it seems we are not there yet. I am happy I am doing my game in my spare time, because at least I don't have a deadline over me, but I do think that for DOTS to be more mainstream-accessible, there could be a bit more implicit conversions happening that we wouldn't need to think about. Yet, I could be wrong, and would love to be proved wrong.