High-performance DOTS/ECS world streaming toolkit with editor workflows for easily converting heavy GameObject scenes into fast, memory-efficient Entity SubScenes via powerful rule-based systems.Compatible with all current ECS/DOTS compatible releasesTested with the most current URP/HDRP version available in Editor v2022.3, 6.0-6.4--------------------Note: ProStream is designed for advanced Unity developers familiar with DOTS/ECS concepts.ProStream is a DOTS/ECS world streaming toolkit designed to address the performance overhead of traditional Unity GameObject scene streaming. By providing comprehensive tooling that automates the conversion of large, heavy scenes into fast-loading, memory-efficient Entity SubScenes, ProStream empowers you to build high-performance, seamlessly streaming worlds with exceptional performance.Whether you are developing open-world games, massive simulations, or complex architectural visualizations, ProStream leverages the power of Unity's Entity Component System (ECS), the Burst Compiler, and the C# Job System to eliminate loading stalls and reduce memory overhead.Why Choose DOTS/ECS Streaming?Traditional GameObject Scene streaming can cause significant memory spikes and stuttering/stalls due to sudden and large amounts of MonoBehaviour instantiations on the main thread when a Scene is loaded. This can often result in massive and very noticeable frame rate drops.ProStream uses asynchronous Entity SubScene streaming. This means zero-stall and spikeless background loading, reduced memory footprints, and the ability to stream scalable, highly detailed environments seamlessly without sacrificing performance.Intelligent Scene Analysis: The core preprocessing engine evaluates scene object bounds and density, utilizing an adaptive Quadtree algorithm to dynamically partition your world into balanced, memory-efficient streaming chunks.GameObject-to-Entity Conversion: Quickly and easily convert Unity GameObject scenes into effecient, streamable, DOTS-ready Entity SubScenes.Advanced Rule-Based Matching: Leverage powerful, customizable rules and queries to automatically categorize GameObjects into distinct streaming layers which enables independant loading ranges and streaming behaviors.High-Performance Runtime Streaming: Implements SubScene streaming utilizing Unity ECS and multi-threaded Burst-compiled jobs for maximum CPU efficiency.Proximity-Driven Loading: Dynamically evaluates distance thresholds in parallel to seamlessly load and unload scene content as the player navigates the world.Responsive Streaming Control: Adjust loading ranges and streaming parameters at runtime for precise, dynamic control over your world's memory footprint.Built-in Diagnostics & Validation: A comprehensive diagnostic framework can help identifiy and resolve potential Entity conversion issues (e.g., incompatible shaders, missing colliders, invalid bounds) before they become runtime problems.Visual Debugging Tools: Built-in editor visualizations allow you to inspect distance thresholds and streaming behavior in real-time.Due to the advanced nature and complexity of DOTS/ECS, support is limited to ProStream's tools and workflows. Please be aware that we are unable to provide general support, tutorials, or troubleshooting for core Unity DOTS/ECS concepts and development.--------------------These planned features are designed to expand ProStream into a comprehensive, world-building and streaming toolchain:DataObjects: Compact, reusable prefab data workflows that reduce duplication while actively shrinking memory footprint and build size.-RemoteScenes: Referenced-scene processing workflows that make dense, heavily populated environments easier to prepare and iterate on in smaller units.-Terrain System: Planned Unity Terrain conversion pipeline for spatial mapping, mesh chunking, and proximity-driven detail streaming in a ProStream-friendly format.-Visibility Culling: Frustum-aware section culling designed to reduce unnecessary runtime work when dense scene content moves out of view.-Impostors: Atlas-based long-range rendering workflow for replacing distant complex geometry with significantly lighter visual representations.-------------------FAQQ: Is my favorite Asset Store pack/kit/model compatible with ProStream?A: ProStream is compatible with any asset that is compatible with DOTS/ECS. Though, DOTS/ECS has stricter requirements than traditional GameObject workflows. Some assets may require minor adjustments (such as updating custom shaders, fixing invalid mesh data, etc). ProStream includes built-in diagnostic tools to help you quickly identify and fix many common compatibility issues.---Q: Can I use/create my own DOTS/ECS features/components/systems alongside ProStream?A: Certainly! You can create your own custom DOTS/ECS components, systems, and features which either integrate with ProStream's workflows or run independently alongside them.--------------------Known DOTS/ECS Limitations and Existing/Planned ProStream Solutions:Physics Interaction: The Unity Physics (DOTS) and standard PhysX (GameObjects) systems are isolated. Entities cannot natively collide with GameObjects unless data is manually synced across systems.ProStream's ColliderObjectsWorkflow provides a streamlined solution for this.Native Engine Implementations/PlansTerrain: Standard Unity Terrains are not currently supported by DOTS/ECS and cannot be directly converted into ECS entities.ProStream's TerrainWorkflow is in development to address this gap (unless Unity provides a native solution first).--------------------ProStream Documentation--------------------Architecture: DOTS/ECS native streaming pipeline.Performance: Multithreaded using the C# Job System and Burst Compiler.Streaming Method: Asynchronous Entity SubScene streaming (eliminates main-thread stalls).Editor Tools: Intuitive setup wizards, automated layer generation, and scene splitting.Diagnostics: Automated detection of incompatible shaders, bad meshes, missing materials/colliders, and invalid transforms.Visualization: Debug rendering of streaming layers and loading ranges.Compatibility: Supports large world, simulation, and visualization projects using Unity ECS. Compatible with URP and HDRP (dependent on ECS support).Requirements: Requires Unity's Entities package and Burst compiler.




