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About ProStream
- Tools, Systems & Learning > Development Tools & Automation
ProStream is the bridge between standard Unity GameObject scenes and high-performance, stutter-free streaming worlds, automating the conversion from GameObjects to optimized Entities in just a few steps.
ProStream is a DOTS/ECS based 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 efficient, 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 independent 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 and Validation: A comprehensive diagnostic framework helps identify and resolve potential Entity conversion issues such as incompatible shaders, missing colliders, or 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.
ProStream is a DOTS/ECS based 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 efficient, 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 independent 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 and Validation: A comprehensive diagnostic framework helps identify and resolve potential Entity conversion issues such as incompatible shaders, missing colliders, or 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.