I opened up an older project to resume work today and noticed that the import/export button for individual scene chunks in the SECTR stream window are no longer present. I imported all SECTR chunks and moved the objects out of the chunks to start fresh. I am still not seeing the buttons. Is anyone else experiencing anything similar?
Yes, this doesn’t look correct. Have you already turned the terrain into chunks? If so then you would use the stream window to export them (unload and reload them). If that window is not working then you may need to reimport. Are you getting any errors?
I’m using 2020.1 (latest update) with URP. It’s all working fine except maybe the light baking function which used to work and for some reasons it’s not generating light maps for each chunk.
Maybe @BryanPW can you have a look ? May not be the product as well but still struggling this problem for a little while.
Hello,
I have a tricky challenge: is there a way to loop over the streamed terrain? I mean for a 3x3 chunk terrain template like in the example below:
D E F
G H I```
if the player going upward (from E to B) then reaches the top of B, could he see H? This might need kind of non-Euclidean tech somehow to tackle to the "teleport" issue. Indeed, the new top H should have same gameobject or other players at the corresponding location and not empty new H chunk. Perhaps possible with "cameras portals"?
Thanks!
Hi,
Is there a way to use SECTR Vis without the camera frustrum culling and only the position of the camera? I only want the SECTR_Sector in which the camera is and all it’s linked sectors (via active portals) to be drawn.
We’ve got doors at every portals position and deactivate the portal when they are closed.
I was going through the manual and I have a few questions.
How do you use Wwise / fmod with this, Is there an integration?
Is Sectr compatible with Cinemachine and Timelines?
Is the floating point fix compatible with Cinemachine and Timelines?
When streaming chunks how do you deal with saving and restoring the game state of chunks? (like debris from a building that exploded with parts spread out everywhere by physics or a vehicle that moved to another chunk)
Are there callbacks when a chunk gets loaded and unloaded?
Regarding point 4, it’s easy to save a simple bool state “isDestroyed” for objects globally and then destroy the object again when a chunk reloads but I’m talking about preserving the result of the initial destruction. Simply destroying the object again will never look the same.
I’m also worried about our use of procedural mesh destruction + deformation AND the fact that we are painting decals to object textures at runtime. Do you think any of this will have issues in sectr?
Hi there,
I just want to confirm this is the right kind of product for my needs.
I’m looking for something to replace Unreal’s level streaming functionality. For example, the game Visage utilizes this feature, and the entire game can be beaten with very minimal loading screens (maybe just one?). Is this basically the way to achieve this functionality with Unity?
Hi there!
Amazing tool. I am using to optimize my game right now. I do have a question.
I cannot understand how to use the Occluder. I follow the documentation BUT the occluded objects (behind the occluder) are still drawn in the editor. Am I missing something? thanks a lot for your help,
Yes, this will provide world streaming, streaming in your terrains and objects, while exporting them and importing terrains. It will turn your terrains into chunks and will group all the objects within the sectors as well.
You can set the size of the loading that you want to happen along with the unload and load buffer.
There are some really cool things you can do with this asset as well. For example, you could program it to say after so much time goes on in-game, let’s replace this chunk with a different variation of the same chunk.
Regarding point 4, do you guys have some docs detailing what happens during export/import of the chunks at runtime?
As for point 1, with your tools clearly being aimed at larger projects I am surprised you haven’t looked into it. Every sound designer in the industry uses one or the other, it’s their main work tool. From what I understand their “in engine” plugins completely changes how you handle audio in unity which probably means none of your assets’ audio features are compatible. If you’re aiming for studios that can afford multiple licenses of your products you can’t ignore it, It’s the industry standard.
Do you mean the broken a** Unity integration plugins for said tools?
You will have problems with pretty much all assets compatibility. At the end of the day - Asset Store doesn’t make people rich. You can’t expect them to handle full integration with everything out there and keep it up to date all the time. SECTR has full source code included - larger studios will add the compatibility themselves in case they buy SECTR. Also, large studios make almost everything themselves anyway.
Furthermore - SECTR is not that expensive. Single dev can buy it. It is weird to suggest that only large studios can afford it.
Did you even try SECTR Audio? It handles lots of stuff that FMOD/Wwise does. SECTR (from my humble POV) seems to be aimed for small/medium size teams (it was made by Firewatch devs after all, which was a smaller team) who most likely don’t even have any full-time audio designers. And for these teams (such as ours) it is perfect. It handles spatialization, occlusion etc. Everything is inside Unity. And is very well done, thought out and documented.
Lol… industry standard… and what about Project Triton? Google Resonance? Steam Audio? There should be an integration for these too, right? And what about audio solutions many many Unity devs use, like Master Audio or SoundToolKit?