Hello friends ![]()
I’m currently very frustrated with managing large worlds. My current setup is a bunch of scenes called cells, which are gridded and are automatically loaded and unloaded depending on the distance from the player.
This works great in game, but not so much in editor.
It’s not uncommon to have many cells open at once, making it not exactly easy to have manipulate objects around and such: I drag a prefab to the scene, which adds it to the “master scene”. I then have to figure out which cell the object should be in, so I can drag it correctly. It may sound dumb, but doing this a lot adds up to a lot of time. Perhaps I’m being nitpicky, if so don’t be afraid to tell me. ![]()
I plan on adding more layers (groups of cells that overlap), so one layer may be terrain and another may be objects. This would mean I have finer control over what is loaded at what distance, but only multiplies my current problem.
One idea that I’ll probably end up using is simply having a button where you can select what layer you want the selected object to be moved to, and on press it automatically figures out which cell to move to. I just happened to think of this idea as I’m typing this post, no idea why I never thought about that before :')
I’ve looked into world streamer, which while it certainly looks extremely powerful, it also looks even clunkier than my system.
I’ve considered creating a builder of sorts that would go through a “layer scene” and basically detect which objects should go in what cell scene, and basically automatically generate it. My worries with this is that this could result in never quite knowing where things could end up, especially with children objects being removed from their parent when they shouldn’t be.
Are there any examples of open world/large world games made in unity that have explanations on how they did this sort of thing? It’s incredibly hard to find any info on open worlds in Unity.
Quite honestly any tips or thoughts about large worlds or open worlds would be very appreciated! For me and anyone else who happens to find this thread. Thank you!
-Josh