Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Unloading exterior, loading interior (viceversa), without loading screens?

Discussion in 'Scripting' started by IncrediblyWalrus, Mar 3, 2023.

  1. IncrediblyWalrus

    IncrediblyWalrus

    Joined:
    Jul 22, 2019
    Posts:
    45
    Hi there,

    I'm wondering what the wording is for this sort of stuff that most games nowadays are doing, it's where the player loads into these interiors incredibly fluidly with no loading screen behind it. Example below:



    Is there a wording for it, how would I really go about it? I know there's probably chunks here, being unloaded / loaded in, but is there any way of working with the regular Unity terrain and doing this?

    There's a few ways of doing this sort of stuff so I thought I'd ask for the better option. I know some like to just teleport the player below the map to make it easy, do please let me know what options I might have for something like this.

    Thanks.
     
  2. IncrediblyWalrus

    IncrediblyWalrus

    Joined:
    Jul 22, 2019
    Posts:
    45
    Bump. (will only really bump this up once), would be nice to get some insight on how the above was managed.
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,710
    It kinda sounds like you already realize most of the options: keep it all always, enab/disab some, unload/load some, different scene, different prefab, hide it under map, etc.

    Remember this is engineering. It's not like there's always ONE way to do things that will work everywhere.

    Almost every single solution is precisely tailored (another way of saying "engineered") to the game it is used in.

    For instance, it wouldn't be helpful to go "below the map" if it was a space game.

    Alternately it might not even make sense to load or unload anything, assuming performance is adequate.

    I suggest you pick a way, any way, think how it fits into your game, then get busy implementing and see how it goes.