Another question about 'streaming' large worlds.

About a month ago I asked how this would be best accomplished in Unity and was given the answer on loading and unloading scenes on the fly. Which is the method I had in mind.

I do however have several issues with the development of such a world, The terrain is easy as I have it broken down into a tiles in World Machine. However when it comes to adding in roads, buildings and such how does one go about making sure they line up with the adjacent scene? Would I create the games world all in one scene in Unity, and have it broken down or exported into separate scenes later on? or is there some other magical process I am unaware of?

My current idea is I’ll have 1 very low detailed ‘global’ scene, this would be 1 vast terrain, let’s just say 12km x 12km world for example, the actual resolution would be something along the lines of 2048x2048 or even 1024x1024. I’d have large groups of ‘cardboard’ X shaped trees placed over the heavily forested areas and include the skydome over this global scene, large buildings would be simple blocks and small details would be left out, this would be put on a separate camera and a dedicated layer for background details, this camera would have a very far clip plain and near plain would be quite far as well to avoid Z-fighting. This would all be drawn behind the main camera’s view. The main scene would then get drawn over the top with a clip plain of 2km out and fairly close inner clip.

Would this be the best way of executing this or is there a better way?

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