Megacity demo 2019 LTS [community] upgrade thread

While trying to make originally released MegaCity GDC2019 demo work on 2019 LTS I took some notes which are posted here

In general I always tried to bump any dependency only to next immediate/required version where possible and fixing all errors at that stage, including all warnings
So all packages are more or less left at the version where things worked, this means that e.g. Entities are left at pretty ancient version compared to latest as of now (June 2020)
It should be possible to upgrade this (Entities & their dependencies) further, but until Megacity Audio Package is updated (which might be never .) this requires modifying it manually since its approach is little bit different from the rest of the system/s.
HDRP is fairly recent though and should upgrade to latest without problems (haven’t tried yet)

Disclaimer: this is what worked for me, it might, or might not work for you - in which case this thread might help.
I’m not responsible for any damage occurring during the process. You have been warned )

Upgrade process:

  • Upon opening the original project I let Unity update to asset database V2

  • afterwards since resolving of the packages fails Unity asks to Retry (which would bring it to this point again), Quit, or Continue. Let it Continue - you’ll end up with broken pretty much everything.

  • don’t let it fix HDRP yet

  • it’s a good idea to (create and) open an empty scene at this point

  • manually resolve (install) Jobs dependency based on PM errors:
    Jobs → 0.0.7-preview.9

Next error: Library\PackageCache\com.unity.entities@0.0.12-preview.29\Unity.Entities\DefaultWorld.cs(2,32): error CS0234: The type or namespace name 'PlayerLoop' does not exist in the namespace 'UnityEngine.Experimental' (are you missing an assembly reference?)

  • update Entities to preview.33 - 0.0.12
  • so update Jobs → 0.0.7 preview 13
    At this point there should be only errors from Hybrid Renderer 0.0.1-preview.9
    I updated Megacity Audio System → preview 13 0.0.1
    Entities → 0.1.1
    Hybrid Renderer → 0.1.1
    HybridRenderer → 0.2.0
    and switched to .netstandard 2.0 (should be done earlier)

fix namespace errors: using UnityEngine.Experimental.Rendering.HDPipeline; -> using UnityEngine.Rendering.HighDefinition;
It’s necessary to update project ECS code to reflect API changes next:

IJobProcessComponentData -> IJobForEach
ComponentGroup -> EntityQuery
EntityArchetypeQuery -> EntityQueryDesc
ScheduleGroupSingle -> ScheduleSingle
ScheduleGroup -> Schedule
  • to fix World references I manually replaced World.GetOrCreateManager -> this.World.GetOrCreateManager
    so e.g. World.Active.GetOrCreateManager<SamplePlaybackSystem>(); -> this.World.GetOrCreateSystem<SamplePlaybackSystem>();
    when referenced from inside of a system
  • or - World.Active.GetOrCreateManager -> World.DefaultGameObjectInjectionWorld.GetOrCreateSystem
    when used outside of system (i.e. MonoBehaviours, which was Audio system and Traffic simulation case)
    I’m not entirely sure this is 100% correct but I couldn’t find better way and it seems to be working. Maybe someone more knowledgeable can clarify.

Don’t forget to replaceOnCreateManager -> OnCreate``````OnDestroyManager -> OnDestroy

  • BoundingVolume.DistanceSq errors:
    sceneData.BoundingVolume.DistanceSq(CameraPosition); -> math.distancesq(sceneData.BoundingVolume.Max, CameraPosition);
    I’m not sure about BoundingVolume.Max used for comparison. Tried to use .Min instead but couldn’t see/hear noticeable difference. Don’t know which is (more) correct, if any/.

Replaceusing UnityEngine.Experimental.PlayerLoop; -> using UnityEngine.PlayerLoop; to get rid of the last compile error.

At this point all compile errors should be fixed and Unity should be finished with updating assemblies. In other words should imported the whole project correctly into 2019 LTS.

It’s a good idea to fix any and all warnings at this point, especially if you intend upgrading ECS since those eventually became errors over time.


At this point I restarted Unity and afterwards fixed HDRP errors using presented wizard
There are still runtime/reload errors from ECS type checker on SharedLight user code component:
ArgumentException: type Unity.Workflow.Hybrid.SharedLight is a ISharedComponentData and has managed references, you must implement IEquatable<T>
It’s enough to implement IEquatable on SharedLight which I did based on
How to implement IEquatable on ISharedComponentData?

To fix actual game I tagged
020_Player game object with “Player” tag
and
VehicleControl game object under it with “VehicleControl” tag (which needed to be created - I’m not sure why tag settings weren’t carried over from initial project…)

Since camera game object ECS conversion didn’t work at all (meaning there was no camera active when entering play mode)
I removed Convert To Entity and disabled Game Object Entity components on the PlayerCam game object

  • I’m not sure if this is the correct way, but it seemed to help

That should be all !

Disclaimer: this is what worked for me, it might, or might not work for you - in which case this thread might help. I’m not responsible for any damage occurring during the process. You have been warned )

6 Likes

:hushed:

The hero we need

doesn’t work for me. Is there a build somewhere I can play?

open the original project in version it was released for - 2019.1.0b7 - and build it ?

Thanks for the detailed update workflow.
Worked out nicely so far.

I am in Unity 2019.4.17f1

and get following runtime exeption

InvalidOperationException:
The previously scheduled job TrafficSystem:VehicleTransformJob writes to the
NativeArray VehicleTransformJob.Iterator.
You are trying to schedule a new job LightPoolSystem:FindClosestLightsJob,
which reads from the same NativeArray (via FindClosestLightsJob.Iterator).
To guarantee safety, you must include TrafficSystem:VehicleTransformJob as a dependency
of the newly scheduled job.

I am not sure if i did everything right here.

I implemented implement IEquatable like so…

using System;
using Unity.Entities;
using UnityEngine;

namespace Unity.Workflow.Hybrid
{
    [Serializable]
    public struct SharedLight : ISharedComponentData, IEquatable<SharedLight>
    {
        public const UInt64 LiveLinkEditSceneViewMask = 1UL << 60;
        public const UInt64 LiveLinkEditGameViewMask = 1UL << 59;

        public GameObject Value;

        public bool Equals(SharedLight other)
        {
            //throw new NotImplementedException();
            return
                Value == other.Value;
        }

        public override int GetHashCode()
        {
            int hash = Value.GetHashCode();

            if (!ReferenceEquals(Value, null))
                hash ^= Value.GetHashCode();

            return hash;
        }
    }

    class SharedLightComponent : SharedComponentDataProxy<SharedLight>
    {
    }
}

in

using System;
using Unity.Entities;
using UnityEngine;

namespace Unity.Workflow.Hybrid
{
    [Serializable]
    public struct SharedLight : ISharedComponentData
    {
        public GameObject Value;
    }

    class SharedLightComponent : SharedComponentDataProxy<SharedLight>
    {
    }
}

Do you have an idea here?

6695662--768241--MegaCity_2019_4_xL_TS.JPG

Sorry, I don’t!
I believe I took the same implementation but I would have to have much better understanding of (current) ECS to be helpful here!
I believe - maybe - it has to do how the TrafficSystem is used from MB world,… but again, no idea !

Hi.

Fyi. I did a little sprint on this.

I have now a

Unity 2019.4.17 LTS version
(package updates like r618 did)

{
  "dependencies": {
    "com.autodesk.fbx": "2.0.0-preview.6",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.audio.dspgraph": "0.1.0-preview.11",
    "com.unity.audio.megacityprototype": "0.0.1-preview.13",
    "com.unity.burst": "1.4.3",
    "com.unity.cinemachine": "2.7.1",
    "com.unity.entities": "0.0.12-preview.33",
    "com.unity.ext.nunit": "1.0.5",
    "com.unity.ide.vscode": "1.2.3",
    "com.unity.jobs": "0.0.7-preview.9",
    "com.unity.mathematics": "1.2.1",
    "com.unity.render-pipelines.core": "7.3.1",
    "com.unity.render-pipelines.high-definition": "7.5.2",
    "com.unity.rendering.hybrid": "0.2.0-preview.18",
    "com.unity.shadergraph": "7.3.1",
    "com.unity.test-framework": "1.1.19",
    "com.unity.timeline": "1.2.6",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.6",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}
  • little streaming issues because camera entity conversion issues you described
  • cannot build because sound package IL2CPP issue

Unity 2020.1.17 version
(latest available preview packages, 10/01/2021)

{
  "dependencies": {
    "com.autodesk.fbx": "2.0.0-preview.6",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.audio.dspgraph": "0.1.0-preview.16",
    "com.unity.burst": "1.4.4-preview.2",
    "com.unity.cinemachine": "2.7.1",
    "com.unity.entities": "0.16.0-preview.21",
    "com.unity.ext.nunit": "1.0.6",
    "com.unity.ide.visualstudio": "2.0.5",
    "com.unity.ide.vscode": "1.2.3",
    "com.unity.jobs": "0.0.7-preview.9",
    "com.unity.mathematics": "1.2.1",
    "com.unity.platforms.windows": "file:C:\\Unity\\Github\\com.unity.platforms.windows",
    "com.unity.render-pipelines.core": "8.3.1",
    "com.unity.render-pipelines.high-definition": "8.3.1",
    "com.unity.rendering.hybrid": "0.10.0-preview.21",
    "com.unity.scriptablebuildpipeline": "1.14.1",
    "com.unity.shadergraph": "8.3.1",
    "com.unity.test-framework": "1.1.20",
    "com.unity.timeline": "1.4.5",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.7",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}
  • streaming system works again.
    It s was possible with newest packages to convert and inject cam again

  • build possible with ECS examples build configurations

  • Traffic System, could not handle api changes for now

  • Sound System, could not handle api changes for now

Unity 2020.2.1 version, Hybrid Renderer V2
(latest available preview packages, 10/01/2021)

{
  "dependencies": {
    "com.autodesk.fbx": "2.0.0-preview.6",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.audio.dspgraph": "0.1.0-preview.16",
    "com.unity.burst": "1.4.4-preview.2",
    "com.unity.cinemachine": "2.7.1",
    "com.unity.entities": "0.16.0-preview.21",
    "com.unity.ext.nunit": "1.0.6",
    "com.unity.ide.visualstudio": "2.0.5",
    "com.unity.ide.vscode": "1.2.3",
    "com.unity.jobs": "0.0.7-preview.9",
    "com.unity.mathematics": "1.2.1",
    "com.unity.platforms.windows": "file:C:\\Unity\\Github\\com.unity.platforms.windows",
    "com.unity.render-pipelines.core": "10.2.2",
    "com.unity.render-pipelines.high-definition": "10.2.2",
    "com.unity.rendering.hybrid": "0.10.0-preview.21",
    "com.unity.scriptablebuildpipeline": "1.14.1",
    "com.unity.shadergraph": "10.2.2",
    "com.unity.test-framework": "1.1.20",
    "com.unity.timeline": "1.4.5",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.7",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

in progress but looks good

  • Traffic System, could not handle api changes for now

  • Sound System, could not handle api changes for now
    removed “com.unity.audio.megacityprototype”: "0.0.1-preview.13

  • switched to Hybrid Renderer V2
  • First V2 Build time was close to 4 hours?

6707575--770812--Buildt.JPG

common changes i made

  • new HDRP Scene settings Volume to fix Volumetric Fog and use latest HDRP changes
  • TAA
  • new High, Medium, Low HDRP Quality settings
  • fixed Cinemachine player camera to work with latest package
  • added build configurations from ECS samples
  • added Windows Platform package

However this was a 3 day madness caused by a lockdown blues wasting 500GB+ SSD memory.
I plan to do a git repository without the /Textures Folder (15GB) .


FYI and additional note.
Motivation and background is to get into best practice for Open World Streaming and Unity ECS.

Codewalker is one of the best learning ressources i found and it is available on github
https://github.com/dexyfex/CodeWalker

It streams the complete LA level from disc from the installed original GTA V game.

All lods, navmeshes, splines, collision meshes…
day/night cycle per mousewheel …
and allows to retrieve visually the entity names to allow further modifications with OPEN IV for the modding community.

You can do an Net 4.5 build with Visual Studio.

It…
…streams similar to the Megacity Demo complete LA with all LOD´s

…plus paths

… plus navmeshes

5 Likes

nice job @keeponshading , i’ve been wanting to try out the new safe mode never got to it so far hah ]

but I’m not sure if UT would be fine with 3rd party public Megacity repository tbh, even without textures - I suggest you research this first

Sure. I will ask Unity before i do this.
For me, the Mega City Demo is for DOTS as important like Fontainebleau and the SpaceShip Demo for HDRP and the VFX Graph development.

Hard to get why is it not updated during DOTS development.
The ECS sample repository is as boring like Lockdown 3.)

Here some shots from the
Unity 2020.2.1 version, Hybrid Renderer V2
(latest available preview packages, 10/01/2021)

Build.

and the “most” open issues for now described here in the V2 Thread
Hybrid Renderer V2 (0.4.0) page-11#post-6708547

I can send it to you. You did the inital work.
Think the Traffic System needs 4 to 6h of work.
The Sound System i am not sure. The DSP Graph got only one update in the last 12 months.

1 Like

I’ll PM you if/when needed, thanks :slight_smile:
I surely - as well as the whole community - hope that UT will bring this further along in more official way ^^

1 Like

IBL Ambient Light is working now again in latest Hybrid Renderer V2 (0.11.0-preview.42).

update to:

Unity 2021.1.0b3
(latest Packages entities, hybrid renderer V2, 24.01)

{
  "dependencies": {
    "com.autodesk.fbx": "4.0.0-pre.1",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.audio.dspgraph": "0.1.0-preview.11",
    "com.unity.burst": "1.4.1",
    "com.unity.cinemachine": "2.7.1",
    "com.unity.entities": "0.17.0-preview.41",
    "com.unity.ext.nunit": "1.0.6",
    "com.unity.ide.visualstudio": "2.0.5",
    "com.unity.ide.vscode": "1.2.3",
    "com.unity.jobs": "0.0.7-preview.9",
    "com.unity.mathematics": "1.2.1",
    "com.unity.platforms.windows": "0.10.0-preview.10",
    "com.unity.render-pipelines.core": "11.0.0",
    "com.unity.render-pipelines.high-definition": "11.0.0",
    "com.unity.rendering.hybrid": "file:../LocalPackages/com.unity.rendering.hybrid@0.11.0-preview.42",
    "com.unity.scriptablebuildpipeline": "1.15.1",
    "com.unity.shadergraph": "11.0.0",
    "com.unity.test-framework": "1.1.20",
    "com.unity.timeline": "1.5.1-pre.3",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.7",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

Scripting Define Symbols:
ENABLE_HYBRID_RENDERER_V2
USE_BATCH_RENDERER_GROUP


Build

notable changes:

deactivate traffic and audio system for now

delete folder
C:\Unity\MegaCity_GDC_2019_2_1f1_Release_OC_TS\Assets\Scripts\Gameplay\Traffic
C:\Unity\MegaCity_GDC_2019_2_1f1_Release_OC_TS\Assets\Scripts\Gameplay\Audio
zipped to reactivate

removed package
“com.unity.audio.megacityprototype”: “0.0.1-preview.13”,
because latest update October 04, 2019

in
StreamingLogicSystem.cs

m_EntityCommandBufferSystem = this.World.GetOrCreateSystem();
to
m_EntityCommandBufferSystem = this.World.GetOrCreateSystem();

in
CombineMeshFromLOD.cs

comment
//using Traffic.Pathing;
code

comment 2x
//HLOD.InvalidateHLODCache();
→ Is there a replacement needed? Function is not available anymore?

Deactivate some (~20) subscenes because memory problems in Hybrid Renderer V2.
see
** Hybrid Renderer V2 (0.4.0) page-12#post-6716158**

  • new HDRP Scene settings Volume to fix Volumetric Fog and use latest HDRP changes
  • TAA High
  • new High, Medium, Low HDRP Quality settings
  • fixed Cinemachine player camera to work with latest package
  • added build configurations from ECS samples
  • added latest Windows Platform package
6 Likes

Thanks for these posts, all. Was able to get MegaCity running on an updated version of Unity, except had to remove the audio system. It’s pretty embarrassing how Unity releases demos on beta versions of Unity and then simply abandons them.

Fully agree.) It s such an great example.

I have a version on
2021.1.0b4 on latest HDRP, Entity and Hybrid Render V2
packages.
Traffic is working again now, too.

I also have zipped and removed the sound folder.

I found this repo
https://github.com/ncnagi/MegaCityLite
did a fork and plan to push my changes there.
It has reduced texture size to fit the git quota which is nice.
It would probably be an good idea to work together on this repo instead of wasting time by solving same problems.

I have some minor HLOD issue.
The in/out streaming works but the lowest “HLOD” is not permanent displayed like in the original.
Means it streams in and out according to 600 and 800 value but the lowest HLOD is not visible when streamed out.
I am just at the begining in understanding how this worked before.

I only changed in
StreamingLogicSystem.cs

m_EntityCommandBufferSystem = this.World.GetOrCreateSystem<EndPresentationEntityCommandBufferSystem>();
to
m_EntityCommandBufferSystem = this.World.GetOrCreateSystem<BeginPresentationEntityCommandBufferSystem>();

Did you something change in the subscenes according to HLOD setup or in the streaming scripts?

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some more visual explanation…

edit:
Two Subscenes per building…
One for the LowLOD who is always loaded.
One for the HLOD streamed in/out depending on the movement of the player.

All LowLODs outside the streaming out sphere (red) are not visible anymore.

But one these LowLOD´s should be visible anytime to avoid poping in (blue marked)?
Probably i am completly wrong here.

However. Here in the orginal version you see one of the LowLODS outside the streaming area which is permanently rendered…

I also checked the HLOD examples out of the ECS Samples and there is only
one LowLOD
and
one HighLOD.

Megacity has
one HighLOD
and
2 LowLOD´s
in the subscenes.

Can anyone point me in the right direction here or has some hint what i have to change in the HLOD.cs which also massivly changed.

EDIT:
try this
Hybrid Renderer V2 (0.4.0) page-10#post-6507822

Hi i have almost successfully integrated Megacity lite version from github to 2019 DOTS FPS sample using Unity 2019 3.6f1. I am looking to understand any help regarding to why i get an error regarding adding the lightning scene when Unity starts but i get this error ArgumentException: Scene with name “AdditiveLightPoolScenePlaymode” already exists the script is from lightpoolsystem.cs . I can tell that in the script it shows AdditiveScene = SceneManager.CreateScene(“AdditiveLightPoolScenePlaymode”); but editor says the scene already exist, i dont know ho to go about to fix this any help would be awesome thanks.

Attached are my changes to run it in 2019.4.18f1
Copy these to
\LightRef folder

Try it, but they include changes based on these packages

{
  "dependencies": {
    "com.autodesk.fbx": "2.0.0-preview.6",
    "com.unity.2d.sprite": "1.0.0",
    "com.unity.2d.tilemap": "1.0.0",
    "com.unity.audio.dspgraph": "0.1.0-preview.7",
    "com.unity.audio.megacityprototype": "file:../LocalPackages/com.unity.audio.megacityprototype@0.0.1-preview.13",
    "com.unity.burst": "1.3.0-preview.12",
    "com.unity.cinemachine": "2.7.1",
    "com.unity.entities": "0.11.1-preview.4",
    "com.unity.ext.nunit": "1.0.6",
    "com.unity.ide.vscode": "1.2.3",
    "com.unity.jobs": "0.0.7-preview.9",
    "com.unity.mathematics": "1.2.1",
    "com.unity.render-pipelines.core": "7.3.1",
    "com.unity.render-pipelines.high-definition": "7.5.2",
    "com.unity.rendering.hybrid": "0.5.2-preview.4",
    "com.unity.shadergraph": "7.3.1",
    "com.unity.test-framework": "1.1.20",
    "com.unity.timeline": "1.2.6",
    "com.unity.ugui": "1.0.0",
    "com.unity.xr.legacyinputhelpers": "2.1.7",
    "com.unity.modules.ai": "1.0.0",
    "com.unity.modules.androidjni": "1.0.0",
    "com.unity.modules.animation": "1.0.0",
    "com.unity.modules.assetbundle": "1.0.0",
    "com.unity.modules.audio": "1.0.0",
    "com.unity.modules.cloth": "1.0.0",
    "com.unity.modules.director": "1.0.0",
    "com.unity.modules.imageconversion": "1.0.0",
    "com.unity.modules.imgui": "1.0.0",
    "com.unity.modules.jsonserialize": "1.0.0",
    "com.unity.modules.particlesystem": "1.0.0",
    "com.unity.modules.physics": "1.0.0",
    "com.unity.modules.physics2d": "1.0.0",
    "com.unity.modules.screencapture": "1.0.0",
    "com.unity.modules.terrain": "1.0.0",
    "com.unity.modules.terrainphysics": "1.0.0",
    "com.unity.modules.tilemap": "1.0.0",
    "com.unity.modules.ui": "1.0.0",
    "com.unity.modules.uielements": "1.0.0",
    "com.unity.modules.umbra": "1.0.0",
    "com.unity.modules.unityanalytics": "1.0.0",
    "com.unity.modules.unitywebrequest": "1.0.0",
    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
    "com.unity.modules.unitywebrequestaudio": "1.0.0",
    "com.unity.modules.unitywebrequesttexture": "1.0.0",
    "com.unity.modules.unitywebrequestwww": "1.0.0",
    "com.unity.modules.vehicles": "1.0.0",
    "com.unity.modules.video": "1.0.0",
    "com.unity.modules.vr": "1.0.0",
    "com.unity.modules.wind": "1.0.0",
    "com.unity.modules.xr": "1.0.0"
  }
}

6807611–789956–LightPoolSystem.cs (15.6 KB)
6807611–789959–LightRef.cs (436 Bytes)
6807611–789962–SharedLightComponent.cs (887 Bytes)

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