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[RELEASED] Scene Connector

Discussion in 'Assets and Asset Store' started by softleitner, Mar 26, 2021.

  1. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    31
    Scene Connector
    Simple, but versatile Multi-Scene-Management

    Store Demo Manual



    Scene Connector centers around a simple component that loads, positions and unloads scenes using Unitys Async Methods. Scene Connectors are displayed with Arrow Handles inside SceneView so you can quickly load and unload parts of your world from there. Every new connection between scenes is also added to a separate scene connectors window that can display a graph of your entire world. This graph allows you to easily jump between scenes and connections by simply double clicking them.

    In the first update i will probably add 2d examples to the extras project.
     
  2. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    31
    Just released Update 1.0.0

    ADDED
    • knight demo project
      simple metroidvania sidescroller
    • scene rotation options
      how and along which axis rotation is aligned can now be configured in the inspector
    IMPROVED
    • handles work in 2d scene mode
    • player areas work with 2d triggers
    CHANGED
    • earliest supported unity version is now 2019.4.18
    FIXED
    • issue with scenes being connected multiple times

    Heres a video showcasing the new demo project

     
  3. Susihiisi

    Susihiisi

    Joined:
    Jan 11, 2018
    Posts:
    31
    Hay. Looking like this asset could be just what I need. Would it work in situation where I have multiple areas not connected to each other? Maybe more than one graph to keep things organized? If not I could maybe work with "overworld" being one scene which would be connected to many others, but the graph could become bit busy.

    Also does it handle well situation where distances are long and everything is shifted with floating point of origin when the player moves? From what I've seen it seems it would with dynamic settings, but just wanting to make sure. Meow.
     
  4. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    31
    Hi!

    Not sure what you mean with multiple areas not connected to each other but having multiple graph exported to seperate assets is certainly possible. All the demos are organized in their own seperate graphs for example. Keep in mind that open scenes are automatically added to the graph window so you may add scenes to graphs that you dont want on accident, you can always clean those up before you export the graph though.

    Dynamic positioning is made exactly for that case. The world is moved when the player traverses the connector so individual areas would still have to adhere to a size limit unless you add some additional logic that moves it on some trigger area. Having areas that are moved about may present its own challenges(physics, lighting, not sure its been a while) but those are there regardless of scene connector.
     
  5. softleitner

    softleitner

    Joined:
    Jan 10, 2021
    Posts:
    31