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This is probably a bug, but the intent is that sectors can have children that are prefabs but they should not be prefabs themselves.
If you want you can add a public forced update function which just calls fixed update. That should work fine
In general you should profile streaming in standalone, not the editor as unity disables various streaming options in editor. If even then you see...
It sounds like your app is generally generating too much garbage. Garbage collection is run periodically, and can often happen after a large...
Thanks for sharing. Sounds like a good solution. I no longer maintain SECTR myself but will give the new owners a heads up about your offer.
Yeah. That's pretty much the only option and as you can imagine there are more and less efficient ways to do that.
What approach did you take to fix the problem?
Pretty sure it will not be preserved. Basically references are only between game objects that are in memory at the same time (and in the same...
SECTR uses additive async level loading internally so it's unlikely to fix your problem if you've already tried to use it yourself. I recommend...
SECTR audio is pure script and so it has limitations that unity audio (which is written into the C++ playe) doesn't have.
SECTR should work fine for this use case. It uses additive loading under the hood, so if your current solution is performant then most likely...
Sorry, got lost in the shuffle. If you want an eval copy you'll need to email the support for Procedural Worlds (linked from the publisher page).
Getting light baking and streaming on unity is super tricky. The best approach I've seen is to actually export all of your sectors and then press...
1) Try setting portal determined to be true in the member component next to the neighbor loader. By default members are in all sectors that they...
Thanks! And don't worry. I'm not going anywhere for a while yet :)
Hi, everyone. I wanted to share some very good news - SECTR is joining the Procedural Worlds family of products and is now a sibling to great...