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Question by Omega3939 · Mar 14, 2016 at 07:24 AM · lagscenesdevelopment

Making a game composed of many rooms.

I have had this idea for a puzzle game that where the player is trapped in many rooms, the doors will not always lead to the same places and things will possibly need to change dynamically over many scenes. I must warn you I have never made a full game with unity before. But I have messed around with it a bit.

The game will be 3D and first person and rather weird, my question would be what is the best way to create a game with multiple persistent rooms separated by doors where: the doors don't always lead to the same place, one may have to complete a task in one room to change something in another, inventory and removed items will be persistent between rooms.

The easiest way I could see this being done is will very large scenes but this could become quite laggy, as an alternative each room could be a scene and running into the doors changes scenes but this could be wonky as well and require extra work to make sure everything flows correctly.

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avatar image ZefanS · Mar 16, 2016 at 01:49 AM 0
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I've done a little searching and from what I find / interpret from your question I'm pretty sure it would be fine to use large scenes. I'm not really sure how large you want to make the scenes (thousands of rooms?) but, as far as I can tell, you likely won't run into performance issues since, A: the room geometry will be made up mostly of static objects that don't need to interact with the physics engine, and B: what you describe sounds like you could potentially make use of Occlusion Culling to help reduce the amount of drawing necessary. Naturally, it will depend on what hardware you're targeting how much you need to worry. Certainly an iPad won't be able to handle the same things as a PC with a GTX980. It's also relevant to note that, regardless of whether you do plan on having thousands and thousands of objects in the scene or not, you'll want to make sure that your meshes are optimized as much as possible in terms of poly-count.

Here are some links that might be relevant: http://answers.unity3d.com/questions/19379/how-many-polygons-is-too-much.html http://answers.unity3d.com/questions/449037/maximum-scene-size.html http://answers.unity3d.com/questions/408298/max-number-of-gameobjects-5000-1.html

Hope this helps!

avatar image hexagonius · Mar 16, 2016 at 09:33 PM 0
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From the movie "The cube" I know they needed only 3 of them to find the illusion of a huge construct. As long as doors are closed you'll need no more than two at the same time. Here the new multiple scene editing feature well be a good idea,a well as additive loading of scenes and unloading them.

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