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unity – Splitting massive 3D world in additively-loaded Scenes vs utilizing Addressable Prefabs or Bundles


I am engaged on a 3D sport with a big open world. It is going to naturally have to stream chunks. While you have a look at current streaming options within the Asset Retailer, you’ll be able to see that their strategy is constructing the chunks as Scenes, after which additively load them.

That is superb, however in my thoughts it appears extra logical to create and cargo the chunks as Addressable Prefabs, or maybe, as particular person AssetBundles. But, these property appear to have been fairly deliberate on this design determination. I’ve tried asking their builders, however their solutions have been vaguely secretive as if there’s some enterprise logic to guard (e.g. “bundles have limitations”).

I’ve come throughout this query, the place the asker seems to be nearly in the identical scenario: Unity prefab object limitations – nonetheless, they appear to be extra involved in regards to the efficiency affect or the complexity of getting hundreds of objects inside a prefab (I do not consider this is a matter – to me a scene is just about a prefab, besides it has lightmapping options).


What are the technical variations (if any) between splitting the 3D open world into additively-loaded Scenes, versus splitting the world into Addressable prefabs / AssetBundles?

As talked about, lightmapping is the one notable distinction that involves my thoughts. Apart from that, is there one other technical motive builders seem to intentionally go for additive scene loading that I am lacking?

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