I'm coming to unity from monogame. with my game. Unlike unity, monogame have everything dynamic. No GameObjects, No behaviour scripts or anything. Therefore, I found that my game design is not much unity friendly. My game design concepts as follows, Fully code generated world. The ground is dynamically generated (Like Minecraft). The player can build and destroy. The world will generate and extend runtime. There are no scenes to design. +(GPU instancing needed) Server-client architecture game. (In both single and multiplayer modes) Mechanical Simulations. The player can create working machines with wheels, levers ... Which will require a numerous amount of collision detections. I think I should go with manual collision detection. There are circuits in the game. The player can reprogramme (in game) Microcontrollers with C#/VB.net . Which will be executed runtime using Code DOM. This needs direct access to runtime compiled dlls There are more. I'm new to unity, but from the example projects around here, I see there is no chance for a free hand game design that is not oriented with GameObjects. In monogame, this Minecraft like ground was mostly created in GPU using HLSL. RAM only hold a Byte array of their block types. Over here I don't see that freedom. If unity has, please let me know! My question is, How to create a fully code driven game that is not GameObject oriented? I basically need an Update() loop, Draw() loop and Graphics and Physics APIs. I like to build the rest from scratch!