Search Unity

  1. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Let us know a bit about your interests, and if you'd like to become more directly involved. Take our survey!
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

Would Unity support local GI like the new NavMesh Component in future?

Discussion in 'General Discussion' started by asdzhh, Aug 9, 2018.

  1. asdzhh


    Jan 20, 2018
    Not only rely on a scene.
    joshcamas likes this.
  2. joshcamas


    Jun 16, 2017
    I think this approach - leaving the scene structure as much as possible - is pretty important. In my opinion, occlusion, GI, and others should be detached from the scene. Not sure if the data structures for these things, specifically GI, would be able to work in a component form, but it'd be the best if that would be possible. With all the focus on squeezing as much optimization as possible, it's odd we still have slow load times due to not having much control on scene loading and scene data.

    I personally see a future where we can completely drop Unity's Scene structure, and create our own system, if we so desire. That fits Unity very well, in my opinion. but this is just a dream at the moment.

    Of course, the Navigation Components are still unfinished. Which is odd as well. Unity is generally very good at getting features out, other than I guess the Input System and Navigation Components. (Probably others I missed)