Probably world was loaded tooo slow in such device and it drop player. Use safe place or hold player until load end.
Is there some callback to tell me load ended? Or do you just mean Unityās sceneLoaded delegate?
[EDIT]
In the dosc it says the following:
Loading bar in loading screen will release player into game only when all scenes from element 0 and 1 will be loaded.
So, isnāt it already waiting until loading is complete?
Loading bar yes but character must be frozen for this time or moved to safe place. Yes ui is using flag / event which says loading is ended. Im not at office but check loading ui script.
OK, thanks.
Does World Streamer support HDRP?
World Streamer is a tool for streaming terrains. and game objects, etc. So it will use what ever Rendering Unity allows. and supports. so yes it will work.
Did you ever get this information for me?
[EDIT]
Nevermind. I found it and got it to work.
Just in case for others.
if (streamers.Length > 0)
{
bool initialized = true;
progressImg.fillAmount = 0;
foreach (var item in streamers)
{
progressImg.fillAmount += item.LoadingProgress / (float)streamers.Length;
initialized = initialized && item.initialized;
}
if (initialized)
{
if (progressImg.fillAmount >= 1)
{
if (!done)
{
done = true;
if (onDone != null)
onDone.Invoke();
StartCoroutine(TurnOff());
}
}
else
done = false;
}
}
@NatureManufacture Any comment on this issue gecko posted a while ago?
We didnt notice that. On our UI you could set delay for loading panel which handle most cases. It only can happend when streamer didnt had enought time to gather info about which scenes is on loading list.
Do you mean Destroy Tile Delay?
Thatās mainly for loading/unloading as the player moves around? Our problem is the initial loading, with the onDone event. Weāre listening to it using the following code:
uiLoadingStreamer.onDone.AddListener(() => { setInitialLoadingFinishedNextUpdate = true; });
After this has been fired, we do things that require all the World Streamer terrains to be in place. However, this seems to fire prematurely, about halfway through the process of loading terrains.
Weāre using the stock Streamers, just updated for our split scenes, nothing unusual there. We load 9 Unity terrains (distance of 1 from player), and then LOD mesh terrains beyond those. After everything is done loading, it all works great, but itās a problem that we get the onDone gets fired halfway through the loading process. Any suggestions?
Screens from setup:p
Does world streamer support Unity 2018.3.x?
Should be fine:)
Is this possible for a multiplayer game??
any news on version 2.0?
2018.3 has been release for a while and Iām wondering about the update.
What features are in v2? Anything interesting cooking?
Thanks.
I have one additional question on Nested Prefab
Iām wondering how WS will work with nested prefab. For example, a building containing many props.
Building itself is on a Big Layer and the props are in a Small Layer.
Building and the prop are made of nested prefabs, thus have hierarchical structures.
Does WS works for the nested prefab? If not, will v2 support it?
If they are put into different layers, will it break the nested prefab?
Thanks.
This works just fine with multiplayer, you just have to export the terrain colliders only and make sure you have them static on the server side if you arenāt doing origin shifting. You technically coouulllddd do shifting in multiplayer, but it would be a pain because clients canāt just go around trying to shift their origin willy nilly, the server thinks they are one place, but then it will technically just end up teleporting them another.
You can do this if you create some sort of local position/server position reference system. If the player is at 5000,0,5000 originally, then moves to 0,0,0 locally, you would have to still store the serverās position and as you move around on the client it would have to keep the offset and then transmit that. It definitely could open the door to people trying to hack the difference between the two numbers though. There is a lot that has to be thought about, lol.
I would definitely love to hear what is in store for V2 though, as well. : D
Our main goal is to rebuild whole UI and way of define streaming but we still finishing few things at the same time ;/. We will release R.A.M 2.0 as first then we will move into WS probably to finish its 2.0 version. To be honest there shoudnt be rush because we donāt want to do our work few times as unity currently rebuild streaming in whole engine. Unity just released new gc which removes spikes. Terrain now doesnt need terrain neighbour script. Soon there will be even more stuff as we had talk to unity team. OFC ECS and more tooā¦Thats why we wait so long time itās a bit worst moment to rebuild beside that we should update manual and few scripts for 2018.3
About big multiplayer games:
Server instances like:
World 0-10500 server 1
World 10500- 20500 server 2
In area between player is connected to 2 servers.