So for a big open world game, we obviously use LoadLevelAdditiveAsync to load in parts of the world as the user moves around, but what is the best way of unloading sections of the world? We obviously can’t continue loading the world without unloading anything as we would run out of memory.
I’m assuming here that we basically zone off our world into distinct sections and each “zone” is basically an individual scene in unity. But there is no functions to unload a scene.
Would the best way be to all elements in a scene derive from a single top parent that could be destroyed thereby essentially destroying the entire scene?
Thanks.