# DOTS-ProceduralTileStreamingSample **Repository Path**: pcxpcx110/DOTS-ProceduralTileStreamingSample ## Basic Information - **Project Name**: DOTS-ProceduralTileStreamingSample - **Description**: DOTS - Streamed Instancing Sample WIP - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2019-12-29 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # DOTS-ProceduralTileStreamingSample Illustrates how to stream in & out tiles of prefab instances procedurally The basic functionality works, performance is at a reasonable starting point @ 60 FPS on a Macbook Pro. * 30.000 instances get continously created & destroyed in tiles * Tree (static convex collider + 2 material renderer), * Rock (static convex collider + 1 material renderer), * Dynamic rock falling (dynamic physics body with convex collider + 1 material renderer) The functionality is optimizable. I expect that we can probably make this run ~10x faster with some targeted optimizations. # Known Issues * 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) * 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. * 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...) * Scale is not supported since Unity.Physics does not yet support runtime uniform scale (Unless we want to clone the collision mesh...)