Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
8
Question by adam michaels · Aug 07, 2010 at 03:57 AM · loadingunloading

Loading/Unloading Content for very Large Scenes

We have a contract to create scenes that will be fairly complex, and segmented. We are loading all content from Asset Bundles, and placing content items in the scene based upon a data array. We are not using pure Unity Scenes for this, but are constructing the scene run-time per data arrays (where each line specifies: (a) Prefab FullName, (b) Position/Orientation/Scale, (c) Object Name).

We are wanting logic that will enable the loading/unloading of content and Levels-of-Detail based upon "regions" and "proximity". For example, we only want to load/show content of a room only when you enter that room (or approach the door that leads to that room). Also, for the outdoor portions of the scene, we will have proximity logic that only shows objects when you come within a specified distance threshold (radius based).

An outdoor example is this -- in one scene you might be driving a vehicle towards a village. While you are 2 miles away -- all you can see is a simplified low-detail model of the village. As you get closer (< 0.5 miles), this village will be replaced with individual building models, and as you get even closer, the smaller objects that populate the streets/alleys/courtyards will be loaded. If you enter a building, the content for that building will be loaded.

I hope you get the general idea. Our concept/solution/mindset is in flux right now. We are searching for an existing "headstart" on this solution (i.e. an existing project or code that solves this type of problem already).

Goals are:

  1. Minimize amount of content loaded at any one time, to conserve on RAM and VRAM, and reduce the per-frame workload of the CPU and GPU (for drawing and culling).

  2. Create a framework that enables the creation of larger world scenes where this content can be loaded/unloaded seamlessly based on proximity/region/trigger logic automatically.

Questions:

  1. Are there existing projects (or code) that are solving this problem already?
  2. Does anyone have educated recommendations for us regarding the approach we should consider?

We are willing to "create our own solution from scratch", but of course, would prefer to get a jump start by piggybacking an existing solution, if one exists and is willing to share.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by cncguy · Aug 07, 2010 at 08:56 AM

I would suggest that you use colliders and OnTriggerEnter and OnTriggerExit. You can define a bounding area with a collider and when you enter you can have it trigger the download and instantiation of particular content. Once you exit the area you can trigger disposal of the content from the scene or downgrading to less computation intensive versions of the content. Once you have downloaded something once you would of course maintain a reference to it so that if you reenter the area you don't have to redownload those assets.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

How do I unload one scene when loading another, without unloading all current scenes? 1 Answer

External .exe loading and unloading 0 Answers

Wrong Scene (Persistent) Loading 1 Answer

Best approach for 2.5D scene tiles 2 Answers

A scene is quick to load but takes ages to unload. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges