Managing Levels in a 3D Game
Hey Unity Community!
I am currently working on a simple game that will have different levels, lets say 50 levels. All the levels are going to be in the same "scene" (environment/surroundings), and will deal with the same kind of game objects (i.e cubes). I am trying to figure out how to manage all these levels so that it is easy to test/create each one. Remember all the levels look the same, just the interactions with the game objects will be different.
My Ideas:
Use one scene that has a GameLogic script to manipulate the game objects. Have lots of game objects that can be enabled/disabled when time is ready. (Problem: 50+ cubes to keep track of seems like too much for a simple game)
Use one scene that has a GameLogic script to manipulate the game objects. Have only a few game objects that can be moved/changed when need be. For example, use the same 5 cubes over and over again. (Problem: Harder to test/create/edit a particular level)
A single scene per level. (Problem: a lot of repetition, and seems crazy to use 50 scenes for 50 levels that all look the same).
Use 10 scenes, one scene for the first 5 levels and another scene for the next five etc. Grouping levels into separate scenes for creating/testing purposes. This would be nice because we could easily create/test levels in groups of 5. So the scene would never get too overwhelming to work on.
These are just some of my ideas. I am sure that there are a lot more ways of organizing this kind of game. Any other suggestions you guys can think of? Or any thoughts at all would be helpful.
Thanks in advance!
Your answer
![](https://koobas.hobune.stream/wayback/20220612084638im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Should stages be separated by multiple scenes or code? 3 Answers
Communicate between scenes with prefabs? 3 Answers
How to passing levels automatically in games? 0 Answers
How to Manage Objects Common for Multiple Levels? 2 Answers
Cannot access LevelChanger to change level from the pan/delay coroutine in CameraPanForIntro 0 Answers