Probuilder with DOTS

Does Probuilder going to improve performance massively for both editor and runtime by rewrite it to DOTS and work nicely with new DOTS Worldbuilding system in Unity next gen that enable open world scale support? Basically this new Probuilder will dynamically figure out itself and bake the optimal dots runtime data based on the created Probuilder model by user.

Hi @optimise
I totally understand your input on that topic.
Indeed, We are discussing internally with people from the new world building system about probuilder. However, there is nothing planned yet regarding porting ProBuilder to the DOTS system, even if I agree that it would be a real improvement in term of performance.

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For short term improvement, could official make it able to bake everything done in Probuilder into efficient ECS data at Subscene meaning Probuilder still not fully rewrite to DOTS yet but provides DOTS support that able to author Probuilder properly when open Subscene and then when close Subscene will bake into ECS runtime data and render properly. Then next is to further improve the editor experience that still get the same result without require to open and close subscene that can just use Probuilder like at game object land but now will auto bake into efficient ECS runtime data. Will official ships this at Unity next gen?

@optimise, what you’re suggesting makes sense for certain, but to be candid with you, this is unlikely to be a near term improvement. This is likely to be much tricker to land as a feature for Unity that it may seem from outside. For instance, we still don’t have a clear timeline to land the new worldbuilding tools that are built on DOTS.

Since it does make sense though, we will consider this as a feature request and tie it to our backlog so it doesn’t get lost. We’ll also look into the feasibility from the technical perspective. We really appreciate you walking us through your idea and appreciate your patience and interest!

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