Hi everyone! So I’m currently working on a game that consists of one large hub town (could be considered “open world”) which connects several levels together. Think old 3D Zelda games such as Ocarina of Time, or games like Dark Souls, which have a similar structure. My goal is to be able to move the player through each of these levels and through the hub without any loading screens in between and ideally without any hitches in FPS, too. What would be the best method of setting this up? I know I’m going to have to use LODs everywhere I can, and static environments for proper occlusion culling. I have also had a look at World Streamer and SECTR, but after watching their tutorial videos I got the feeling that what they’re doing is splitting the whole game world into different scenes based on position and async loading/unloading them depending on the player’s position, which I could do myself. Is there more to it? Also, if I go for async loading/unloading of scenes, what are the best ways of avoiding FPS hitches and making sure the scenes have enough time to load?