Hello all,
I apologize for the wall of text in advance. Hopefully, any answers here will not only help me but other devs as well. What is the best way to go about making large worlds when it comes to management and performance in the editor itself? I have been looking into “world streaming” assets like Sectr to help manage things at runtime, but what about when you are actually trying to build a huge open world? My game folder is at 20gb already somehow and I only have one smaller map (I need to look into why that is…). I do have a ton of assets and tools loaded in my project, but so far even with just what I have and not even having built a huge open world yet, I can only imagine how bad it will be once I get the ball rolling.
Does anyone have any experience they can share in this type of situation? One question I have is, at what point do you start to merge your meshes into a big one? My village I have now, each building is made of 4-5 pieces that are more or less just stacked and placed to create 2-3 story houses. What size area do you need to have before its a good idea to start doing this? I have not wanted to yet because I am still not sure if I am 100% done and satisfied with its layout and position since once I combine everything, that is pretty much that. When you actually go about merging them, do you just pretty much select a whole town and make it one mesh? (just all the static things of course)
What is the best way to manage the hierarchy once it starts to get absurdly long? My scene became corrupted somehow last week and the only way I could save my map was to pretty much take everything and prefab it all out in huge chunks, such as the whole town was one prefab, then an entire wooded area, then I just remade a new scene and dragged all the prefabs back in and they retained their position and everything was fine, minus all those things are still one big prefab. Should I un-prefab them, as each smaller item within were all prefabs already, so I have a few huge prefabs of smaller prefabs, which is probably why my folder is 20gb for one level? Should I break the prefab connection and then delete the large prefabs from my project? Though… now all the smaller prefabs have their connection broken from their original prefabs as well. So those are kind of a waste now, too. : /
Am I supposed to literally just make one large map, or is it smaller scenes that are made to act like one big scene? I saw that you can “additively” add scenes to your main loaded scene. Is this the best practice to make a large world?
As for tools, I have a lot of things such as Surforge, ShaderWeaver, Shader Forge, ProCore, texture painters, Behavior Designer, and many other things that I don’t use on a daily basis, just as needed (minus ProCore/ProGrids, etc). Should I just make a new project and move those things over to there instead, or just delete them and then import them again when I need them?
Sorry for all the questions, but tutorials, training classes, reading, etc really only teaches you so much, and a lot of these things just never come up, so I am interested to hear peoples experiences and how they go about handling this type of stuff. Feel free to add in any other tips and tricks you might have to try and make things easier! I started using custom layouts for different things like my main layout is across three monitors technically with just the hierarchy, game view, and scene view in my middle monitor, a large editor pane on the right monitor that has the inspector, console, project view and what not all in it. 2018-02-18 - 05.14.46 ~ Cropped Capture - Imgur as seen here.
If anyone actually takes the time to read all this, I definitely appreciate it, any answers to any of the questions would end up being a big help as I start working on taking my small game and making it grow into what I hope it can become. In order to accomplish that without blowing up my computer or ripping my hair out, getting some tips would at least get me going in the right direction.
Thanks!