Thank you so much for this! I have been having a hell of a time finding code that works with the recent version of Unity and renders an object with pure ECS. I know this is not meant as a tutorial, but it is a great starting point for me.
Cool video, but I feel like it's not a good comparison. You chose to use unoptimized monobehavior code to compare against optimized entities code. For example, you have the monobehavior creating many scripts attached to each game object, but if you cared to optimize that, you would have 1 script, a manager. Just like you did for the enttites.
I already use urp in the order to have better performance and static on the object is not move use multiple teknics in the order to have better performance like for example lod, occlusion cooling even billboard But make I performance code is samthin I don't know how can anyone able what is the more optimal way to make the unity codes
Thanks a lot ... understood that ECS perform way much better, but is there any changes with the Draw Call and set pass? or is it stay the same compared to MonoBehaviour version? If DrawCall and Set pass is the same, meaning ECS it's not an optimization (like some existing assets do), but rather a whole bunch of more power to do the rendering? Sorry for such question, the information will be extremely helpful for me to design how my material and Shader behave later on...
this is kinda pointless video. Yeah I am sure it's faster but it's also stripping most of functionality Unity gameobjects provide. This comparison only makes sense in a real application scenario that's more than just drawing a bunch of cubes. If you want to draw a million cubes fast, you don't need DOTS for that, just program directly to directx.