A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'Assets and Asset Store' started by NatureManufacture, May 13, 2015.
In unity roadmap there is playmode editing but...
Looking into this Asset I just have one question. Can Scene Streamer stream in scenes from HTTP. My scenes are very large (smallest is 1.2GB) and I'd hate to have to deliver them with the game. Will I be able to pull in a new scene from the hosted environment as the game progresses?
In short -- No. That is a LOT of data to come up/down the pipeline. Streaming game worlds is nothing like streaming video, if that is what you might be thinking. It's an easy hypothesis though, as with enough standardization, it very well could be.
But really, the fact is, pretty much all streaming games deliver the bulk of that content locally, either directly, or later through updates to the game via content patches (especially in the case of any MMORPG game). This has the added benefit of being able to fix bugs and other such things you couldn't otherwise do by simply grabbing content on the fly from the cloud, which is why most developers do this. In short, "Streaming" is simply a way to save memory at runtime so your game doesn't crash and burn while loading that 15GB+ world in GTAV, for example.
Honestly, there is no magic. World Streamer does the most simple streaming possible -- it loads files from your hard disk via asynchronous loading, using standard Unity calls. The only "special" thing it currently does is that it handles the floating origin situation for you (with a lot of setup on your part first, of course). Beyond that, World Streamer is pretty basic all around.
This is exactly why people have been pushing for the super-secret 2.0 update. People who bought it (like me) are seeing just how limited and underwhelming it is, especially in the face of the new capabilities of Entities and scenes shown in the MegaCity demo. There is a free origin-shifting script already out there if you really want that, and as long as you manage the separation of your scenes yourself (which you should be doing anyway), automatically splitting scenes is really all that's left that World Streamer does for you (again, with a lot of setup on your part, and, again, you should also be doing this yourself already). And then even after all of that, in the end, the crippling draw-distance problem of tiles that "pop-in' when they're loaded must also be handled by you somehow (i.e. with fog, or with the purchase of the Curved World addon, all in an attempt to hide this critical failing of your streaming solution). As far as I've heard, this fix is not in 2.0 either. My question then, if this is true, becomes a very important one -- What good is a huge epic world when all you can see is fog?
Thanks for all the great info. I was hoping I could do more.
No its not possible to stream from http without own code and rebuild
Hi, I have doubts about two possible separate projects:
1. Works for procedurally generated environments, for example a procedural dungeon whit hand-made rooms (prefabs)?
2. Any problem/consideration using with a multiplayer project?
1) Not out of the box and scene parts must be in scene files
2) no but server shoudnt have streaming
Do we have an ETA on 2.0? Jan 2020, Summer 2020 ect...
We ware blocked by 2019.3 and other changes at other packs but... we just almost finish. I think jan/feb is resonable time. Basicly system is done but we add more features to give much much better performance.
Gotcha! Multi-threaded? Right now I want to compare you to PW Storm/SECTR.
Even now streamer is multithreaded like unity load data.
Imposters? GPU instancing of Prefabs ect...
You have srp batcher in hd and lw rp. I think even standard have instancing on gpu - you got checkbox at materials
We have better solution then imposter.
We will not build custom hard to work solutions. Unity functions are enough. Every platform must work with it.
ok! Thanks for answering!
That's interesting to hear!
"Better" in what way? -- At the moment, draw distance is what's really killing my projects with World Streamer. Imposters are a great way to draw something highly detailed far away. I can't really imagine something "better" than that for far away objects and scenes.
You will see, but this take time
In the sage words of Austin Powers... -- "Yeah, Baby!! Hahaha!"
In this Cyber Week, I will buy World Streamer.So if you release version2.0, is it free or discounted?
For sure discount and grace days aswell.
Update 2.0 We start working on world streamer 2.0 please put info what you would like to see in new version
I seen post about asking for features. from tools like Atavism.. and other networking libraries. I suggest having some basic tutorials .. Since Unity don't have double Precision Positioning support ...
I suggest to add better ways to handle larger maps. and possible some tutorials for users. Multi Player related ..... possible Unity, Atavism, Photon ones... some of the more common ways. This could help users a lot.
. I get this prolly once a week, someone asking for the passed few years. handing this in Unreal is a lot easier. in my opinion. but I know you have the experience to prolly make this easier for Unity users. even for some of the more experienced ones they have struggled.
I also get Easy Roads, support of some kind, making it easier to work with.
and I get some VS pro support. Users having issues setting World Streamer up with these two tools.
I would like to see Layer support. for World Streamer 2. it would be great if you had some sort of way to handle distant terrains other than mesh. Sure mesh work but its kinda out dated way of handling larger maps. more and more games use Shader like Horizon on asset does. ( sadly not supported .
I basically was posting, on what I get the most DM's from on Discord, and the most messages I got over the years of using World Streamer. Most of it is related to the Multi player issue.. dealing with physics and such, its a common topic over the years here as well. I suggest having an easier way for users advance and not to understand, and possible some tuts.. the docs always been pretty good, but for that topic, it has lacked. I understand its not a easy solution. We had fixed this in our own game, but it was a task in Unity... Unreal it was a piece of cake.
Anyways those are some of my recommendations for World Streamer 2. I may think of more.
Edit I like to add, I know and worked with many solutions World Streamer is great and I know impossible to share every single solution, of way of handing these problems...but I suggest having some based on some more common set ups... This will atleast give some of the users a better understanding on how to handle this. I would as I was saying, work with Atavism, Photon and Unity .. are the top three I would use. anyways I hope this helps, with World Streamer 2.
Can't wait to see what you have .