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@@ -77,10 +77,12 @@ Svelto.ECS wasn't born just from the needs of a large team, but also as a result

_Svelto.ECS is lean, it hasn't been designed to move a whole engine from OOP to ECS, therefore it doesn't suffer from unjustifiable complexity overhead to try to solve problems that often are not linked to gameplay development. Svelto.ECS is fundamentally feature complete at this point of writing and new features in new versions are more nice to have than fundamental._

**Unity Compatibility**
Svelto.ECS is partially compatible with Unity 2019.3.x cycle as long as it's not used with any DOTS package (including collections). It is compatible with all the versions of Unity from 2020 and above.

**Svelto.ECS is fully compatible with DOTS Burst and Jobs.**

Svelto.ECS is compatible with Unity 2019.3.x cycle as long as it's not used with any DOTS package (including collections). It is compatible with all the versions of Unity from 2020 and above.
Svelto.ECS is also designed to use DOTS ECS as engine library, using the SveltoOnDOTS wrapper. This wrapper is designed to take advantage of DOTS for engine related operations, like rendering, physics and so on. When DOTS ECS integration is necessary, Svelto.ECS will always target the last stable unity version with the most up to date DOTS package.
Svelto.ECS is designed to take full advantange of the DOTS modules and to use specifically DOTS ECS as an engine library, through the (optional) SveltoOnDOTS wrapper.

## Why using Svelto.ECS without Unity?
The question is just for fun! There are so many c# game engines out there (Stride, Flax, Monogame, FlatRedBall, Evergine, UnrealCLR, UniEngine just to mention some) and Svelto.ECS is compatible with all of them!


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