I noticed that Unreal has a system called “World composition” that allows you to break a huge scene into smaller scenes. The system only loads the scene the player is in, and depending on the player position, it loads seamlessly scenes that may be nearby. This gives the illusion that the map is at all time loaded, and allows you to build worlds as big as you want them, and loads the level pretty quickly. The terrain system they use can be split, so, if the curves will match between scenes and you won’t see the limit between both scenes.
Now, I understand that the additive load of the scene manager can be use for this perpose, and I’m pretty sure I could find a way to put triggers or something to make something similar to this. But I was wondering if Unity has some built feature or if you knew what was the best way to achieve this.
There’s no built-in solution. But Unity has a robust Asset Store with solutions such as SECTR Stream and World Streamer if you don’t want to / aren’t yet able to write your own.
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I’m not looking for any AssetStore solution, but if you have any tutorial, it will be welcomed.
I don’t know of any tutorial, but you can download Scene Streamer and look at the source code. It has comments that explain how it works. It’s a very small asset that came out of an informal tutorial here on the forums.
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Thanks, I’ll take a look