# FMOD Compatibility with Unity DOTS

**URL:** https://qa.fmod.com/t/fmod-compatibility-with-unity-dots/15115
**Category:** Unity
**Created:** [October 9, 2019, 6:52am UTC](https://qa.fmod.com/t/fmod-compatibility-with-unity-dots/15115 "2019-10-09T06:52:55Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![OneNight](https://avatars.discourse-cdn.com/v4/letter/o/bb73d2/32.png) [@OneNight](https://qa.fmod.com/u/OneNight)
#### Post date: [October 9, 2019, 6:52am UTC](https://qa.fmod.com/t/fmod-compatibility-with-unity-dots/15115/1 "2019-10-09T06:52:55Z")

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Unity is moving forward with their Data-Oriented-Technology-Stack, one of the key features therein is most every system (graphics, physics, input, audio, etc) being asynchronous or “job-able”. Currently Unity is making their own DOTS audio engine. Does FMOD have any plans to leverage this in-house system to interact with their existing API? Or will they support DOTS through other means?

The trouble I am having is I am caught between the desire for more performance through DOTS and the amazing functionality of FMOD.

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [October 14, 2019, 9:42pm UTC](https://qa.fmod.com/t/fmod-compatibility-with-unity-dots/15115/2 "2019-10-14T21:42:12Z")

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Currently we have plans to investigate this, ideally we would at least want to make our current integration be able to make us of it.

If you want to experiment yourself, feel free to fork our [Github repository](https://github.com/fmod/UnityIntegration).
