It’s made in Unity and has a 4x4 KM map (if google is accurate). I’m trying to understand how big a game needs to be before it needs world streaming. Also (correct me if I’m wrong) but with that kind of multiplayer the netcode’s Area of Interest system already functions as a sort of world streaming because the server will only spawn in objects for the client when the player gets within a certain distance of them (but on the server everything is presumably always there I guess?)
The terms of this forum disallow discussing games made with Unity, with the exception of the game you’re proud of having made with Unity.
Depends on the content and sale. There is no golden rule. But there are well known floating point precision issues that start to appear at several thousand units distance from origin, thus resetting the world origin for huge worlds is best practice (there are assets and scripts that help with this).
But streaming is more for content that needs to be loaded in. If the world uses the same content all throughout and it fits all into memory, no streaming is needed. If the content is unique for every tenth of a square kilometer, you’ll need streaming even for small worlds.
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