Hello,
I currently have a system in place that allows me to download an Addressable catalog and convert a prefab inside of it into an Entity at Runtime.
However, now that I am done getting that to work, I am noticing in the Window->Entities->Archetypes window that my Chunks are being created very inefficiently.
The Addressables I built are very "atomic" compared to how people usually use them, so I typically ask for anywhere between 1 - 500+ Addressable catalogs to download->load into RAM->convert from GameObject prefab to Entity prefab.
This lets me "stream in a level" or a singular prop on demand. I have included a video to give a visual of what I am talking about. (For those curious, the terrain is not rendering with entities and remains a GameObject).
Is all of my chunk fragmentation caused by converting on-demand at arbitrary times? I am doing all my conversion the moment the Prefab is loaded in RAM on the main thread, which means each Prefab is being converted at different times.
Or is it caused by the fact I am iterating over a GameObject hierarchy and adding singular components on-demand causing lots of chunk swapping over time? (I am using an ECB to add the components, but am sometimes waiting a frame if the entity conversion takes too long and end up using multiple ECBs in the process).
I would build my own Archetype library to let me decide "Ah, this entity is going to end up as this Archetype when all is said and done", but some of the components being added are internal ones having to do with the LOD system or Rendering.
So because I have no ability to make sure those get added at the same time as my other components, does it even make sense to build myself an Archetype library to try and make sure all components I want to have on an Entity get added in one go?

