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Scenes and objects organization in games like Stellaris or Endless Space...
I am interested in how is organized scenes and objects in such games. There we have many permanent (possible living) objects: star systems with planets, fleet with ships, population, etc. But in same time we can enter some regions: star system, planet screen, fleet screen or open some other screens: diplomacy or ship designer.
I don't fully understand how it is can be implemented in Unity? Especially with living world like in Stellaris. And how is created star system management screen in Endless Space and fast return to galaxy map.
It will be too slow to implement this as different scenes (and recreate whole world each time after closing another scene like diplomacy) or impossible because of the need to calculate living world while user in another scene. And it will be not so comfortable to create this scenes on the fly. And what about DontDestroyOnLoad - is it right way to keep so much objects? In this case we need each time to hide them and prevent them to interact with current local scene objects and avoid performance issues.
In general, it would be interesting to hear thoughts about the organization of scenes and global living objects in such games. Thanks.
Try asking this question on the forums. Unity Answers is about helping users with specific issues rather than discussing design choices.
As for your question: I would probably try to have a persistent scene that contains the GUI, game managers etc. and load star systems etc. asynchronously as separate scenes. These should all have a single root gameobject (which should also be the root of any objects to be instantiated in that system) so that systems can easily be deleted/unloaded.
Christoph, thanks for the answer and suggestions, I'll try to create topic on the forum.
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