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Unity Platform

Spikeless Streaming and Large-scale Rendering

Apr 2, 2025
Released
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ECS for Unity provides various systems to support spikeless streaming and large-scale rendering:

Scene streaming: The release includes low-level APIs and Subscenes to efficiently stream in a scene at runtime without having to load the entire scene at start time. These APIs support transform baking, and sectioning scenes for LOD streaming.

On-demand asset streaming: the ECS-compatible content management and delivery system provides APIs to package and deploy content that can be downloaded on-demand. This enables developers to regularly update their games with new content (character skins, weapons, etc.) without bloating the initial distribution size.

Rendering: The Entities Graphics package collects the ECS data needed to render the scene, and sends this data to Unity's existing rendering architecture achieving high performance instance rendering with an efficient memory footprint. Using Unity's existing rendering architecture maintains the compatibility of our scriptable render pipelines (including URP & HDRP) existing workflows and features.

Check out our creator spotlight with Stunlock Studios to learn about how lead developers of V Rising leveraged on ECS to achieve ambitious results, from world-building in the editor with custom visual scripting to scalable open-world streaming.

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