Dungeon Crawler (Newbie Question)

Hi All,

I’m just starting to look at Unity (It looks pretty impressive!), I’m just working my way though all the tutorial videos to get an idea of whats possible and how to actually use Unity (It really looks good coming from what I’ve used before)

My question currently from what I’ve seen so far is that most people will make the levels as a Scene or create a script to generate a level, which is fine and looks like a nice way to visually see a level but I thought when you have a first person dungeon crawler type of game (like Legend of Grimrock) the levels are normally pretty large so when I have tried to do something similar before in 3D I would normally only draw a grid of squares that are in front on the player not a full level so I’m not wasting resources on all the objects that can not be seen.

I guess I’m trying to find out how anyone would recommend to over come this with unity, should the levels be manually designed via the scene editor and a script to only render what is in front of the player or does Unity already do all this.

If there is any links to example scripts/assets anyone could recommend I would also be grateful there seems to be a lot out there for unity.

This project has a pretty good level generator.

Thanks

Generating the level is not really the issue I have it’s more of a question of if you have a 31x31 grid of level tiles that’s going to be at least 961 objects plus all the lighting/characters/items etc

I’m not sure if all that should be loaded or if there is a way to make it so it will only draw what’s close to the player

Yeah, the example dynamically generates/destroys tiles depending on visibility.

The camera has a max distance cutoff point, so you can create an enormous map, but the camera will only render up to a fixed distance. You can also write code to enable/disable areas depending on how close you are to them or if they’re visible or not.

That is, if you didn’t want to go through the trouble of making a grid system.

Thanks Both,

Thinking about It I guess I would have to have all the GameObjects created but not rendered so that even when a door etc… is out of sight I still need to keep its state.

Im still going though the learning tutorials so if anyone else has any input it all helps :slight_smile: