i’m testing teh demo of unity 3d. just can’t figure out one thing. can i have very very vast terrain, so big it would take me lets say 30 minutes to in real time to walk through? if such big chunks of terrain are possible? how can i work with them not loading too much memory?
With low detail, just make the terrain block larger
with higher detail you will need to use multiple terrain blocks, link them together through scripting, put them into different scenes / asset bundles and load them as required (and link at realtime)
option 3 is just make your object correspondingly small and slow in relation to the terrain, altering the camera view angle a bit and you get 30 minutes as well.
there are likely another half a dozen possibilities beside those, so definitely doable
You could have some sort of trigger on your map ( a portal or something of the sort) and call the Application.LoadLevel function to load your character into another scene you have created.
You can use Application.LoadLevelAdditive() to Load new levels without unloading the other ones, then you can have a grid of terrains, each in it’s own level, and load them as the player moves around (use Terrain.SetNeighbors to make them seamless). However, in 2.5 this will cause some lag as the new levels get loaded. In 2.6, we will have asynchroneous loading, so you can do this without any lag.
Any plans for a level -remove- function? The problem with using Application.LoadLevelAdditive() is that you can add more levels but your scene just gets larger while what you would want to do in this particular situation is to only have loaded those levels that the viewer can see.
In fact i want to create few differents terrains in one scene, each terrains is a “level or zone”, when the scene has been entirely explored, a new scene with few differents terrains comes in game.
I need to code or just activate trigger on zones i have chosen ?