├── .gitignore ├── Assets ├── Art.meta ├── Art │ ├── Materials.meta │ ├── Materials │ │ ├── Mat_Mountain.mat │ │ ├── Mat_Mountain.mat.meta │ │ ├── Mat_PineNeedles.mat │ │ ├── Mat_PineNeedles.mat.meta │ │ ├── Mat_PineTrunk.mat │ │ ├── Mat_PineTrunk.mat.meta │ │ ├── Mat_Rock-dynamic.mat │ │ ├── Mat_Rock-dynamic.mat.meta │ │ ├── Mat_Rock01.mat │ │ ├── Mat_Rock01.mat.meta │ │ ├── Mat_Rock02.mat │ │ ├── Mat_Rock02.mat.meta │ │ ├── Mat_Rock03.mat │ │ ├── Mat_Rock03.mat.meta │ │ ├── Mat_StumpBark.mat │ │ ├── Mat_StumpBark.mat.meta │ │ ├── Mat_StumpWood.mat │ │ ├── Mat_StumpWood.mat.meta │ │ ├── Mat_Tree.mat │ │ └── Mat_Tree.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── pineTree02.fbx │ │ ├── pineTree02.fbx.meta │ │ ├── rock01.fbx │ │ └── rock01.fbx.meta │ ├── Prefabs.meta │ └── Prefabs │ │ ├── falling-rock.prefab │ │ ├── falling-rock.prefab.meta │ │ ├── pinetree-with-collider.prefab │ │ ├── pinetree-with-collider.prefab.meta │ │ ├── static-rock.prefab │ │ └── static-rock.prefab.meta ├── EntityCache.meta ├── EntityCache │ ├── Resources.meta │ └── Resources │ │ ├── f6786d28f037a4493a1f818a56dc1831_0_objrefs.asset │ │ └── f6786d28f037a4493a1f818a56dc1831_0_objrefs.asset.meta ├── HDRPSettings.meta ├── HDRPSettings │ ├── DefaultPostprocessingSettings.asset │ ├── DefaultPostprocessingSettings.asset.meta │ ├── DefaultRenderingSettings.asset │ ├── DefaultRenderingSettings.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── SampleScenePostProcessingSettings.asset │ ├── SampleScenePostProcessingSettings.asset.meta │ ├── SampleSceneRenderingSettings.asset │ └── SampleSceneRenderingSettings.asset.meta ├── Scripts.meta ├── Scripts │ ├── ProceduralScatter.cs │ ├── ProceduralScatter.cs.meta │ ├── ProceduralScatterAuthoring.cs │ ├── ProceduralScatterAuthoring.cs.meta │ ├── TrivialScatterSystem.cs │ └── TrivialScatterSystem.cs.meta ├── StreamingAssets.meta ├── StreamingAssets │ ├── EntityCache.meta │ └── EntityCache │ │ ├── f6786d28f037a4493a1f818a56dc1831_0.entities │ │ ├── f6786d28f037a4493a1f818a56dc1831_0.entities.meta │ │ ├── f6786d28f037a4493a1f818a56dc1831_header.entities │ │ └── f6786d28f037a4493a1f818a56dc1831_header.entities.meta ├── TileInstancing.meta ├── TileInstancing.unity ├── TileInstancing.unity.meta └── TileInstancing │ ├── Scatter.unity │ └── Scatter.unity.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | *.idea 3 | Library/ 4 | Temp/ 5 | obj/ 6 | *.csproj 7 | *.sln 8 | Assets/SceneDependencyCache/* 9 | Assets/SceneDependencyCache.meta 10 | Logs/Packages-Update.log 11 | -------------------------------------------------------------------------------- /Assets/Art.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cb765166cd044f98b3f5de45efa52b9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Art/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 924b642ad1362f343aaa58fd97a526bc 3 | folderAsset: yes 4 | timeCreated: 1492455182 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b108c46318d374dffb76b8e34873b545 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralScatter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eec8046c0065b4989ab1d76fc661e3f7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralScatterAuthoring.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using Unity.Entities; 4 | using Unity.Mathematics; 5 | using UnityEngine; 6 | 7 | [RequiresEntityConversion] 8 | public class ProceduralScatterAuthoring : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs 9 | { 10 | [Serializable] 11 | public struct Data 12 | { 13 | public GameObject Prefab; 14 | public float ScatterRadius; 15 | public float3 PlacementOffset; 16 | } 17 | 18 | public Data[] Prefabs; 19 | 20 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) 21 | { 22 | dstManager.AddComponents(entity, new ComponentTypes(typeof(ProceduralScatterPrefab), typeof(TrivialScatterPrefabSettings))); 23 | 24 | var scatterBuffer = dstManager.GetBuffer(entity); 25 | var scatterSettings = dstManager.GetBuffer(entity); 26 | 27 | for (int i = 0; i != Prefabs.Length; i++) 28 | { 29 | var prefabEntity = conversionSystem.GetPrimaryEntity(Prefabs[i].Prefab); 30 | scatterBuffer.Add(new ProceduralScatterPrefab { Prefab = prefabEntity}); 31 | 32 | scatterSettings.Add(new TrivialScatterPrefabSettings { ScatterRadius = Prefabs[i].ScatterRadius, PlacementOffset = Prefabs[i].PlacementOffset}); 33 | } 34 | } 35 | 36 | public void DeclareReferencedPrefabs(List referencedPrefabs) 37 | { 38 | foreach(var prefab in Prefabs) 39 | referencedPrefabs.Add(prefab.Prefab); 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralScatterAuthoring.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f64230104633243daacd0cb0b74b5874 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TrivialScatterSystem.cs: -------------------------------------------------------------------------------- 1 | using Unity.Burst; 2 | using UnityEngine.Assertions; 3 | using Unity.Collections; 4 | using Unity.Entities; 5 | using Unity.Jobs; 6 | using Unity.Mathematics; 7 | 8 | public struct TrivialScatterPrefabSettings : IBufferElementData 9 | { 10 | public float ScatterRadius; 11 | public float3 PlacementOffset; 12 | } 13 | 14 | class TrivialScatterSystem : JobComponentSystem 15 | { 16 | ScatterStreamingSystem m_ScatterSystem; 17 | protected override void OnCreate() 18 | { 19 | RequireSingletonForUpdate(); 20 | m_ScatterSystem = World.GetExistingSystem(); 21 | } 22 | 23 | int _Counter = 0; 24 | int _MaxDim = 10; 25 | float _TileSize = 20; 26 | 27 | [BurstCompile] 28 | struct GeneratePointCloudJob : IJob 29 | { 30 | public NativeList Instances; 31 | [DeallocateOnJobCompletion] 32 | public NativeArray ScatterSettings; 33 | public float TileSize; 34 | public float3 TileOffset; 35 | 36 | int CountInstances(TrivialScatterPrefabSettings settings) 37 | { 38 | var count = (int)(TileSize / settings.ScatterRadius * 2) + 1; 39 | return count * count; 40 | } 41 | 42 | public void Execute() 43 | { 44 | var totalCount = 0; 45 | for (var s = 0; s != ScatterSettings.Length; s++) 46 | totalCount += CountInstances(ScatterSettings[s]); 47 | 48 | Instances.ResizeUninitialized(totalCount); 49 | 50 | var random = new Random(math.hash(TileOffset)); 51 | 52 | var instancesArray = Instances.AsArray(); 53 | int outputIndex = 0; 54 | for (var s = 0; s != ScatterSettings.Length; s++) 55 | { 56 | var count = CountInstances(ScatterSettings[s]); 57 | 58 | for (int i = 0; i != count; i++) 59 | { 60 | var instance = new ProceduralInstanceData(); 61 | instance.Position = new float3(random.NextFloat(0, TileSize), 0, random.NextFloat(0, TileSize)) + TileOffset + ScatterSettings[s].PlacementOffset; 62 | instance.Rotation = quaternion.AxisAngle(new float3(0, 1, 0), random.NextFloat(0, (float)math.PI)); 63 | instance.PrefabIndex = s; 64 | 65 | instancesArray[outputIndex++] = instance; 66 | } 67 | 68 | } 69 | Assert.AreEqual(instancesArray.Length, outputIndex); 70 | } 71 | } 72 | 73 | protected override JobHandle OnUpdate(JobHandle inputDeps) 74 | { 75 | if (!m_ScatterSystem.ShouldGenerateTile) 76 | return inputDeps; 77 | 78 | var scatterSingletonQuery = GetEntityQuery(typeof(ProceduralScatterPrefab)); 79 | var scatterSingleton = scatterSingletonQuery.GetSingletonEntity(); 80 | 81 | // Unload 82 | { 83 | var unloadCounter = (_Counter + (_MaxDim * _MaxDim / 2) + 7) % ( _MaxDim * _MaxDim); 84 | var unloadTile = new int3((unloadCounter % _MaxDim), 0, (unloadCounter / _MaxDim)); 85 | 86 | m_ScatterSystem.UnloadTile(unloadTile, scatterSingleton); 87 | } 88 | 89 | // Generate 90 | { 91 | var tile = new int3((_Counter % _MaxDim), 0, (_Counter / _MaxDim)); 92 | 93 | var job = new GeneratePointCloudJob(); 94 | job.TileOffset = (float3)tile * _TileSize; 95 | 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-------------------------------------------------------------------------------- 1 | # DOTS-ProceduralTileStreamingSample 2 | 3 | Illustrates how to stream in & out tiles of prefab instances procedurally 4 | 5 | The basic functionality works, performance is at a reasonable starting point @ 60 FPS on a Macbook Pro. 6 | * 30.000 instances get continously created & destroyed in tiles 7 | * Tree (static convex collider + 2 material renderer), 8 | * Rock (static convex collider + 1 material renderer), 9 | * Dynamic rock falling (dynamic physics body with convex collider + 1 material renderer) 10 | 11 | 12 | The functionality is optimizable. I expect that we can probably make this run ~10x faster with some targeted optimizations. 13 | 14 | # Known Issues 15 | * Unity.Entities lacks a good way of static optimizing entities when they will be instantiated at runtime (This is required for Dots Terrain and is a requirement for Entities 1.0) 16 | * Currently all instances have a transform hierarchy & are paying for it at runtime... when it could really be a simple LocalToWorld, which gets offset during instantiation. 17 | * All renderers go through the dynamic path, when they could be taking the static frozen fast path we used on megacity (~5ms is spent on this alone...) 18 | * Scale is not supported since Unity.Physics does not yet support runtime uniform scale (Unless we want to clone the collision mesh...) 19 | --------------------------------------------------------------------------------