Building Leyborn’s World: Citizen Spawning and Prototype Overhaul


What We Did

This update overhauls how we handle prototypes, render assets, and spawning logic. Key changes:

  • Introduced a centralized Prototype system to manage all prototype types.
  • Merged render resource logic into a shared RenderResources module used across map types.
  • Built a helper class for async Addressables loading. Cleaner, faster asset bootstrapping.
  • Added an ECS-driven Citizen spawner system with basic component setup and transform sync.

Why It Matters

  • Modularity and reuse: One Prototype system to support everything cleanly, which reduces boilerplate and future-proofs asset access.
  • Centralized rendering logic: All rendering logic now runs through a single system. Easier to manage, easier to scale.
  • Performance: ECS + Burst + Addressables = fast, jobified, non-blocking. Critical as we scale up entity counts and start simulating large populations.

Next Steps

Now that citizens can exist in the world, we’re shifting focus to player camera control. With ECS infrastructure in place and citizens spawning correctly, it’s time to give the player agency to move through the world.

This sets the stage for interactive gameplay and paves the way for upcoming systems like pathfinding, citizen movement, and selection.