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1
Question by eforbes · Oct 21, 2019 at 06:37 PM · c#dots

Using ECS to place 150,000 corn stalk models is less efficient than placing 300,000 corn stalk models on the detail layer of terrain?

I am doing an R&D project for work where I am researching DOTS and trying to use it to place corn stalks in rows on a field. We are trying to see if we can use DOTS to get us a decent performance gain in the project. So far, I've just used ECS to place them. I've only went up to 150,000 and I'm getting about 35fps. However, with the original project, after eliminating some parts of the project (which we also did with the ECS version) we are getting about 80fps. I'm curious as to why the ECS way would be less efficient than manually placing these models on the detail layer of the terrain? I have attached my ECS code below. Please let me know if I'm doing something wrong or if there maybe is a good way to also use Jobs and the Burst Compiler with this as this is my first go at using DOTS and maybe there's something I'm missing or doing completely wrong. Thanks!

 using UnityEngine;
 using Unity.Mathematics;
 using Unity.Transforms;
 using Unity.Entities;
 using Unity.Collections;
 using Unity.Rendering;
 
 public class Jobs : MonoBehaviour
 {
     [SerializeField]
     private Mesh mesh;
     [SerializeField]
     private Material material;
 
 
     // Start is called before the first frame update
     void Start()
     {
         EntityManager entityManager = World.Active.EntityManager;
 
         EntityArchetype entityArchetype = entityManager.CreateArchetype(typeof(RenderMesh), typeof(Translation),typeof(LocalToWorld));
 
         NativeArray<Entity> entityArray = new NativeArray<Entity>(150000, Allocator.Temp);
         entityManager.CreateEntity(entityArchetype, entityArray);
 
         int x = 0;
         int y = 0;
         int i = 0;
 
         while (x < 400)
         {
             while(y < 375)
             {
                 Entity entity = entityArray[i];
                 entityManager.SetComponentData(entity, new Translation { Value = new float3((x * .1f) + -0.014f, 3.12f, (y * .1f) + -1.05f) });
                 entityManager.SetSharedComponentData(entity, new RenderMesh
                 {
                     mesh = mesh,
                     material = material,
                     castShadows = UnityEngine.Rendering.ShadowCastingMode.Off
                 });
 
                 i++;
                 y++;
             }
             x++;
             y = 0;
         }
         entityArray.Dispose();
         
     }
 }
 
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avatar image mentics · Jan 13, 2020 at 01:32 PM 0
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Did you use the frame debugger and other such tools to find where the time was spent? For example, I was just doing a comparison recently and the frame debugger helped me discover much of the time was in shadows and that the default material doesn't enable GPU instancing so it was drawing each cube in a separate batch.

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Answer by andrew-lukasik · Jul 24, 2021 at 07:41 PM

Test results for spawning 150_000 entities: alt text

The key for performance is to multi-thread, Burst and utilize Entity prefab pattern.

SpawnTest.cs

 using UnityEngine;
 using Unity.Mathematics;
 using Unity.Transforms;
 using Unity.Entities;
 using Unity.Collections;
 using Unity.Rendering;
 using Unity.Jobs;
 using Unity.Burst;
 
 public class SpawnTest : MonoBehaviour
 {
 
     [SerializeField] Mesh _mesh;
     [SerializeField] Material _material;
     [SerializeField] int _numEntities = 150000;
 
     void Start ()
     {
         var stopwatch = System.Diagnostics.Stopwatch.StartNew();
         Original();
         Debug.Log($"{nameof(Original)} process took {stopwatch.ElapsedMilliseconds} [ms]");
         
         stopwatch.Restart();
         Better();
         Debug.Log($"{nameof(Better)} process took {stopwatch.ElapsedMilliseconds} [ms]");
     }
 
     void Better ()
     {
         var world = World.DefaultGameObjectInjectionWorld;
         var command = world.EntityManager;
 
         var archetype = command.CreateArchetype(
                 typeof(CORN_STALK)

             ,   typeof(Prefab)
             ,   typeof(RenderMesh)
             ,   typeof(LocalToWorld)
             ,   typeof(RenderBounds)
             ,   typeof(WorldRenderBounds)
             
             #if ENABLE_HYBRID_RENDERER_V2
             ,   typeof(WorldToLocal_Tag)
             ,   typeof(BuiltinMaterialPropertyUnity_RenderingLayer)
             ,   typeof(BuiltinMaterialPropertyUnity_LightData)
             #endif
         );
         Entity prefab = command.CreateEntity( archetype );
         command.SetSharedComponentData( prefab , new RenderMesh{
             mesh = _mesh,
             material = _material,
             castShadows = UnityEngine.Rendering.ShadowCastingMode.Off
         } );
         command.SetComponentData( prefab , new RenderBounds{
             Value = _mesh.bounds.ToAABB()
         } );
         #if ENABLE_HYBRID_RENDERER_V2
         command.SetComponentData( prefab , new BuiltinMaterialPropertyUnity_RenderingLayer{ Value = new uint4{ x=0 } } );
         command.SetComponentData( prefab , new BuiltinMaterialPropertyUnity_LightData{ Value = new float4{ z=1 } } );
         #endif
         command.SetComponentData( prefab , new LocalToWorld{
             Value = float4x4.identity
         } );
 
         var instances = new NativeArray<Entity>( _numEntities , Allocator.Temp );
         command.Instantiate( prefab , instances );
         var query = command.CreateEntityQuery( typeof(CORN_STALK) , typeof(LocalToWorld) );
         var ltwData = query.ToComponentDataArray<LocalToWorld>( Allocator.TempJob );
 
         var job = new MyJob{
             LtwData     = ltwData ,
             Width       = 400 ,
         };
         var jobHandle = job.Schedule( ltwData.Length , 128 );
         jobHandle.Complete();
 
         query.CopyFromComponentDataArray( ltwData );
         ltwData.Dispose();
     }
 
     [BurstCompile]
     struct MyJob : IJobParallelFor
     {
         [ReadOnly] public int Width;
         [WriteOnly] public NativeArray<LocalToWorld> LtwData;
         void IJobParallelFor.Execute( int i )
         {
             int x = i % Width;
             int y = i / Width;
             float3 pos = new float3{ x = x*.1f - 0.014f , y = 3.12f , z = y*.1f - 1.05f };
             LtwData[i] = new LocalToWorld{ Value = float4x4.Translate(pos) };
         }
     }
 
     struct CORN_STALK : IComponentData {}
 
     void Original ()
     {
         var world = World.DefaultGameObjectInjectionWorld;
         var entityManager = world.EntityManager;
 
         var entityArchetype = entityManager.CreateArchetype(typeof(RenderMesh), typeof(Translation),typeof(LocalToWorld));
         var entityArray = new NativeArray<Entity>( _numEntities , Allocator.Temp );
         entityManager.CreateEntity(entityArchetype, entityArray);
 
         int x=0, y = 0, i = 0;
         while( x<400 )
         {
             while( y<375 )
             {
                 Entity entity = entityArray[i];
                 entityManager.SetComponentData(entity, new Translation { Value = new float3((x * .1f) + -0.014f, 3.12f, (y * .1f) + -1.05f) });
                 entityManager.SetSharedComponentData( entity , new RenderMesh{
                     mesh = _mesh,
                     material = _material,
                     castShadows = UnityEngine.Rendering.ShadowCastingMode.Off
                 } );
                 i++;
                 y++;
             }
             x++;
             y = 0;
         }
     }
 
 }

screenshot-2021-07-24-213405.jpg (4.4 kB)
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