I am at a loss. This feature seems to add drawbacks without adding any actual usefulness. So I assume I am simply missing the obvious?
At first I was extremely excited about this feature, especially when reading Unity’s release notes. (Ohh! Streaming worlds! Solving big world problems!?)
When actually messing with this though, I quickly realized it doesn’t seem to be any different than what I was already doing: Having a single “GameObject” act as the “Scene” or chunk of world. With everything being handled by that master gameobject.
Changing it to a scene format, and it seems as though I am simply getting rid of that master gameobject and replacing it with a “Scene”. However, to move everything within that Scene, since the Scene itself has no transforms, it seems as though I’m still better off using a master gameobject even within that Scene.
Well, what about loading/unloading scenes? This seems to be done in the Editor, not during Runtime. During runtime, from what I understand messing around, you do what you’ve always done: either load a single scene (LoadSceneMode.Single) which is identical to what we used to do to change Scenes, or LoadSceneMode.Additive, which is no different (or just another unnecessary step) to loading a master gameobject that loads a “Scene” (all the gameobjects). Except that we now have the extra annoyance of having to constantly switch the “ActiveScene” since there can be only one. Is this a step BACKWARDS from what I was already doing? (I didn’t need to change the “ActiveScene”, just enable/disable master gameobjects and handle them in code. Which is exactly the same, minus the line of code “SceneManager.SetActiveScene”.
What am I missing? I understand that multi-scene editing can help with
- Collaboration
However…how is this any different than simply exporting/importing Prefab packages? (The exact same method of collaborating on a “Scene” by collaborating on a single master gameobject Prefab.
- Streaming Bigger Worlds
Does this resolve the floating point issue big worlds have? How is this so? All scenes would still need to be overlapping one another (in which each scene needs to have its own camera settings, render layer, or what not.) This is no different than doing the exact same thing though with master gameobjects. To have the worlds connect without having the same transforms, you’d need to have the whole scene under a master gameobject ANYWAY even if using multiple scenes. So what’s the point in this if Scenes don’t have their own transforms relative to other Scenes?
- Reusable Elements
I saw a video where the person had a background as one scene, and the level/platforms on another. How is this any better than simply using a prefab for the “background” and loading that instead of loading the scene?