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I will risk and post almost-opinion based answer. What Unity is missing is decopled "system" element. It would be much nicer to have "Component-Entity-System" instead of current "Component-Entity". That is because of the problems you mentioned. The problem of communication you have mentioned can by solved by adding System. Unity Component, holds both, data ...


2

This doesn't directly answer the question but, from the sounds of it your question and the information you're wanting seem to differ a little (at least to me). So this "outlook" might help connect them. Abstractions commonly lead to generalizations so you can prepare for future unknowns. This is what Unity does since it knows barely anything about the type ...


1

If you're using, for example, Unity's standard networking without an authoritative server, an RPC would be better because syncing something every frame can be VERY expensive because the packet header is some 20-40 bytes of bandwidth overhead in addition to the identification of the object being synced. You end up sending a lot more data than necessary. ...



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