load all at once vs. modular loading

hello all

I am building a small adventure game demo, set in a house with several rooms. Each room has a number of furniture models which have a considerable number of polys. Sicne i was planning to maybe release it for the web player, I was wondering what would be the most effective way of loading the resources. Is it best to load the entire house at once or to maybe have separate short load times for each floor or room, very much a la Resident Evil…

And if I wanted to load each room separately, what would be the best way of doing it? By incorporating each room into a separate scene? Or by somehow loading and dropping gameObjects asthe player moves through the house?

I’d really appreciate your help…

Cheers

You’d only have to worry about dropping stuff out if the combined loaded assets will cause a significant slowdown… If not, then it’s just a matter of loading time.

If your game is straightforward enough (as adventure games usually are), you could use LoadLevelAdditive to load in different pieces of the gameworld on demand.

Each piece would live in it’s own scene, and calling LoadLevelAdditive will load that scene onto the current one.

Cheers

Cool, that sounds like what I’m looking for… and is there a way to also gradually remove elements from a scene with a different index?

I’m relatively new to game developing, so say I’m targeting the WebPlayer for the release build, as the game world gets bigger, does it impact performance to have the entire scene loaded up or is it just a matter of longer load times?

Thanks a lot

Yes you destroy those objects and make them null, then Unity - Scripting API: Resources.UnloadUnusedAssets