Unity’s Entity Component System
Along with well-detailed characters that move realistically, Unity is capable of massive worlds as well. As part of rebuilding the basis of its engine, Unity revealed the Entity Component System which emphasized a more data-oriented approach for designing. Hierarchical level-of-detail, which changes the detail of in-game objects based on their distance from the player, a new object culling system and asynchronous scene streaming were also showcased courtesy of a cyberpunk city demo.
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