October 3/2019 Update: please read the latest on Project Tiny ------------ A new Preview is available, including a few bug fixes. This update does not have any major new features. You’ll find Project Tiny in the Package Manager when “Preview Package” option is activated. To get started follow the detailed instructions in our previous post. You may need to restart Unity after installing Project Tiny package and samples to open a project ( .project file). When importing the package and samples, you might see (and ignore) Warning messages in the console like: “Assembly for Assembly Definition File '[...]/Unity.Tiny.Thread.Native.asmdef' will not be compiled, because it has no scripts associated with it. [...])" We’ve updated a couple samples, HelloWord getting a proper design pass and Browser Interop getting font issues fixed. We’ve improved the “Open DOTS C# Project”, generating the solution faster, and fixed a few more issues on the editor side. See the Change log for more details. Thanks to all of you who jumped on our first preview and gave valuable feedback. What’s coming next? For the next iterations we are planning to bring significant changes to the scene authoring side. We’ve heard your feedback on the current authoring experience: while similar to the classic way in Unity, it’s different enough that it requires a significant relearn and prevents from directly re-using existing content (like an already designed 2D scene). The Unity Editor uses Game Objects as the format to represent a scene and its content. In current preview of Project Tiny, the Editor switches to DOTS Mode which uses Entities as the format to represent a scene. A “new/old” authoring experience for Project Tiny We’ve decided to change this approach and align the authoring experience on the Game Objects workflow, giving users familiar tools, while Unity will do a conversion to Entities in the background, so the runtime outcome remains “pure” DOTS. This conversion pipeline has been built initially to enable the hybrid mode (used to build the Megacity demo), and we are now confident that we can generalize this approach for all authoring needs. As a result, authoring content in Project Tiny will rely on the same Game Object concepts you currently use in “classic” Unity. Of course we will need to filter out/restrict what’s available based on the target, so you don’t accidentally add a Game Object or use a feature that is not yet supported in Project Tiny. We will post updates on this forum about when the next preview is coming. What about the C# scripting side? On the C# scripting side, Project Tiny will stick to using “pure” DOTS, relying exclusively on the Entity Component System (ECS), the Job System, and soon the Burst Compiler, with the goal to deliver a small, light and fast runtime experience. So, still no more MonoBehavior and just Entities, Components and Systems. We are working on developing more samples and guidance for ECS in general. What’s going to happen with content I’ve authored in current preview of Project Tiny? Unfortunately, you will have to rework that part, and redo it with Game Objects.