ProStream OFFICIAL SALE

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Note: ProStream is designed for advanced Unity developers familiar with DOTS/ECS concepts.


ProStream is a DOTS/ECS 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 effecient, 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 independant 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 & Validation: A comprehensive diagnostic framework can help identifiy and resolve potential Entity conversion issues (e.g., incompatible shaders, missing colliders, 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.


Due to the advanced nature and complexity of DOTS/ECS, support is limited to ProStream's tools and workflows. Please be aware that we are unable to provide general support, tutorials, or troubleshooting for core Unity DOTS/ECS concepts and development.


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These planned features are designed to expand ProStream into a comprehensive, world-building and streaming toolchain:


DataObjects: Compact, reusable prefab data workflows that reduce duplication while actively shrinking memory footprint and build size.-


RemoteScenes: Referenced-scene processing workflows that make dense, heavily populated environments easier to prepare and iterate on in smaller units.-


Terrain System: Planned Unity Terrain conversion pipeline for spatial mapping, mesh chunking, and proximity-driven detail streaming in a ProStream-friendly format.-


Visibility Culling: Frustum-aware section culling designed to reduce unnecessary runtime work when dense scene content moves out of view.-


Impostors: Atlas-based long-range rendering workflow for replacing distant complex geometry with significantly lighter visual representations.


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FAQ


Q: Is my favorite Asset Store pack/kit/model compatible with ProStream?


A: ProStream is compatible with any asset that is compatible with DOTS/ECS. Though, DOTS/ECS has stricter requirements than traditional GameObject workflows. Some assets may require minor adjustments (such as updating custom shaders, fixing invalid mesh data, etc). ProStream includes built-in diagnostic tools to help you quickly identify and fix many common compatibility issues.


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Q: Can I use/create my own DOTS/ECS features/components/systems alongside ProStream?


A: Certainly! You can create your own custom DOTS/ECS components, systems, and features which either integrate with ProStream's workflows or run independently alongside them.


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Known DOTS/ECS Limitations and Existing/Planned ProStream Solutions:


Physics Interaction: The Unity Physics (DOTS) and standard PhysX (GameObjects) systems are isolated. Entities cannot natively collide with GameObjects unless data is manually synced across systems.


ProStream's ColliderObjectsWorkflow provides a streamlined solution for this.


Native Engine Implementations/Plans


Terrain: Standard Unity Terrains are not currently supported by DOTS/ECS and cannot be directly converted into ECS entities.


ProStream's TerrainWorkflow is in development to address this gap (unless Unity provides a native solution first).


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ProStream Documentation