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Question by Frederic · Aug 13, 2012 at 01:14 AM · androidiossceneballlevels

Having 10 Levels in 1 Scene?

I am creating a simple ball game where the player has to collect coins and go in the ball launcher to complete the level and proceed to the next level. I want to use 1 scene for 10 levels.

I was thinking of doing it like this: As the ball is being launched in the air, the objects for the new level are loading and the objects for the previous level are being destroyed.

Would it be appropriate to do this for developing the iOS and Android?

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avatar image reptilebeats · Aug 13, 2012 at 01:51 AM 0
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is your game a kind of platform game where you have to roll a ball around obstacles, depending on how complex the maps are you could just simply disable the camera from seeing each level and just switch which layer the camera sees. or have multiple cameras and just switch between them.

it might produce a bit of lag destroying and loading objects as its on mobile, and depending on how much is on each level it may not be worth it.

the simplest method that i can think of is just to leave the levels there and move the camera and ball to each level, as long as their not in the camera view they wont be drawn, in some cases it may add to the background if your thinking of the same type of game i am.

avatar image Frederic · Aug 14, 2012 at 06:03 PM 0
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Yeah, it's a ball rolling game with the camera being in birds eye perspective. So if the ball is being launched and I don't destroy the objects for the previous level but the camera is not drawing them, that should be fine?

Won't that take up memory even though its not being drawn?

Im confused.

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Answer by DaveA · Aug 13, 2012 at 01:17 AM

You could. Or use LoadLevelAdditive, destroying everything beforehand.

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