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Unity3D

Streaming World Demo.zip

Dynamic Terrain Loading

 

I have a lot of Questions about Infinite Terrains and Terrain.SetNeighbors().

Here is a list of the questions:

1 If you use Terrain.SetNeighbors() do all the Neighboring Terrains have to be creared at the same resolution?

2 If I'm storing the extra Terrains as Assets Or separate scene files to Additve load, will the Terrain.SetNeighbors() function throw out a bunch of errors because the extra terrains are not in the Current scene?

3 Should the terrains be made into Prefabs?

4 Is there any major Benifit or drawback to making them prefabs?

5 Is there currently any way to Paint multiple terrains in Unity at the same time?

6 Is there already a system like UniLOD for terrains?

7 Is there any Hands on tutorials for infinite worlds?


What I imagine An Infinite Terrain system to be :

Like the old arcade games in the 80's if the player travled to far to the left of world/screen his location would be moved to the far right of the screen. And the same with the top or bottom.

Then the terrain would be a grid such as a chess board where the ring of terrains around the player would always be loaded.

Terrains could check "distance from player" and unload/destoy themselves when no longer needed.

Not sure how efficient this system would be with all the loading and unloading.

So I'm wondering if this is the right direction to go or if someone has already made a better system.




=====>  Example DownLoad


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