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GI and Semi-Procedural environments

Discussion in 'Unity 5 Pre-order Beta' started by JonDadley, Oct 30, 2014.

  1. JonDadley

    JonDadley

    Joined:
    Sep 2, 2013
    Posts:
    139
    I'm semi-procedurally building a world out of premade chunks and had a few questions about using GI in this context.

    This page says that GI can work in this context "if the various combinations that premade chunks are arranged in are precomputed separately" and "The precompute API needed for this should be available in 5.x."

    Anyone know what the the precompute API is? I did some searching but couldn't find anything.

    Also, what would the rough process be to make this work? Would I place each separate combination of chunks in the editor, run a precompute script then delete the placed chunks?

    Similarly, would this process also work for reflection probes? As I understand it they use baked data so would I need to precompute reflection probes for each chunk?

    Cheers!
     
  2. Kuba

    Kuba

    Unity Technologies

    Joined:
    Jan 13, 2009
    Posts:
    416
    My post from yesterday should partially answer your question: http://forum.unity3d.com/threads/gi-in-caves-interiors.277075/#post-1829140

    If the separate chunks don't need to affect each other, then you can simply have one chunk per scene and precompute/baked that. Then load the chunks at runtime additively with Application.LoadLevelAdditiveAsync. Right now you will need to apply the workaround mentioned in the post above, but hopefully soon that won't be necessary.
     
  3. duke

    duke

    Joined:
    Jan 10, 2007
    Posts:
    763
    So for the use case of something like Rust, with placable structures, this isn't doable?