Open World Navigation... is it impossible?

Well only if you load the scene in a single load, they are subcells for the organization level, so the scene logic would manage loading its part on a per cells or even per objects. It depend on what you want to use on a logic or editing level, maybe cells makes more sense for logic and scene for editing.

Now I research this because I want to do (space travel) open (planetary) world too, I haven’t implemented that in unity (yet), so I’m not sure how it would work effectively in unity, especially streaming, especially with resources folder and streaming assets, which seems to have some issue in unity (The dev of inside, which isn’t an open world, had to use access to unity’s source code to solve this problem). But minecraft chunk size was adjusted to remove hickup in the original game release made in java. I’m passing what I have learned. In general smaller bit size allow you to smoothly cut the load in manageable time, but it also have risk of overhead, so there is a balancing issue.

But right now, I think we have reach a point where it’s only testing that will gave us further answer. If you get result please report back :slight_smile:

I hope this is good too:
[Released] Game Kit Controller: Engine with melee, weapons, vehicles, crafting & more! 3.76 page-32#post-3492956

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