What Unity version (and DOTS packages) are you guys using BTW? ECS shouldn’t be slower, but there is a lot of “classic” stuff in here that may be really inefficient when working with the ECS part of the demo.
It’s been about a year since I’ve looked at this but if I recall, the Shuriken particle systems did cause some slowdown. If you comment that out of the ECS project, it can run for quite a bit longer before it slows down. I only kept it in so the enemies didn’t just disappear with a whimper.
Also some other things, I think PostUpdateCommands.DestroyEntity is probably an older convention.
But most significant: the Bullet and EnemyDrone prefabs use ConvertToEntity scripts to convert from classic GameObject prefabs to ECS Entities. The newer, more acceptable way to handle conversion is to use the SubScene workflow.
I really haven’t had to time to look at this in a while but maybe when things slow down…