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Question by sebastien5246_unity · Oct 13, 2020 at 05:42 AM · animationrenderingscene

Scene rendering within another scene

I have a neat idea and I'm kind of sure how I'm going to pull this off but I'm also kind of hoping something like this already exists.

So imagine you have one master scene (in this case let's call it an office) populated by 20 players. This scene is full of cubicles and offices with inside facing windows etc.

Each room and cubicle also has its own scene that controls all the interactive aspects of that room or cubicle.

So there's an interesting process here: 1. Transition from the main room to an office or a cubicle (sounds easy since it's just a scene change) 2. Transition back to the main room when you exit the cube or office.

Now here's the fun part.

For the environment, I would like to display all the runtime render information from the subscenes to the master scenes and vice versa. So now whatever is happening in a cube or an office is running in a completely independent runtime environment, but all the rendering assets and animations are being sent back and forth.

Secondly, each player is getting a low poly and high poly avatar controlled by layers and using occlusion to help with the rendering. This is a bit trickier because now I have to have it render high poly in the shared environment and low poly for anyone outside the shared enviroment. Making this run in realtime is going to be even more difficult, but it's going to be fun.

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