Example of why i will stop using Unity

I looked that the OP’s list of forum posts (5 as of today), and it looks like the OP was trying to build some kind of huge world game. The OP has mentioned various potential ways of building a huge world, and the OP was running into weird edge cases in those efforts.

In addition to this thread, here are more links:

https://forum.unity.com/search/9150260/

I definitely love Unity, but I understand how frustrating any engine can be when you try to push the limits. If somebody wants to build a small mobile game with Unity, it is relatively easy. Massive world games and/or games with many objects in a scene can require a lot of effort.

For my space game, I wanted to deliver thousands of simultaneous laser blasts flying around, and it took months of testing and experimenting before I came up with the best way to do that using Unity. Every possible solution requires odd ball compromises when you try to push an engine to the limit. In my case, I was able to come up with a very high performance solution to meet the needs I had for my game, but it sounds like the OP was not as fortunate. And the solution I came up with for my game would not universally solve the problem for all games.

In my case, the entire game is out in space, so I did not have to deal with streaming chunks of the terrain and dealing with lighting and shadow issues posed by such as solution. If the OP was trying to build an infinite world with a realistic terrain, then rage quitting was probably a good choice by the OP. I am not aware of anybody really nailing a solution like that with Unity at this time.

Rather than rage quitting, it would have been more helpful if the OP had created a very detailed thread about what the OP was trying to accomplish using Unity along with details about everything that had worked and not worked. There is still a lot of room for improvement in Unity for handling massive worlds, and the community would have benefited from a detailed discussion.

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