I was at the presentation at LA and has seen this great demo project!
This is a very pretty cool demo and this is exactly what I had in mind to stream static scenery elements in ECS if read about the ECS the first time. And a valued guy here in the forum told me to forget this idea and use the standard game object system, but I never followed this advice anyway.
Really great stuff from the Unity and further participants on this small project .
Can some one of the Team would give some small hints on this ?
I’d like to know, are the enitiy.manager.data was serialized for this project to stream the data fast into the entity manager itself on play? Preparing all the data from the massive prefab count will take a lot of time, doing this on demand (play awake), I assume.
And for audio streaming, does the team create something like an “entity manager for audio” to get this amount of audio sources under control? Because audio is not frustum relevant. In range if distance to the cam and perhaps some priorities would be useful.
Would be nice to have some additional info if possible.
Thank you.
I have jut noticed that 2019 alpha is out, is there any news when mega city project will be made available to test within 2019.1 alpha?
I have planned to look at the samples (again) this weekend, hoping to get some basic understanding going related to ECS before venturing into the megacity project. I hope latest samples have chunk iteration demo, cause seen a lot of that in the talks, but very little code on how to properly achieve that.
Hi Aria, did you co engineered on Bound - Santa Monica Studios? Some years in the past I done some audio engineering on a subdivision for Sie S. Monica at a Sony title. Looks like Bound using a similar ecs technics for the tile moving.