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Question by BrandonCimino · Sep 17, 2013 at 04:14 AM · editorrandomstate saving

Save game state as it's own scene to edit

I have a game where I would like to have a randomized cityscape of different size buildings. I currently have a system in place that generates all of the buildings at run-time. However, I don't need a different cityscape every time the game is run, and this is preventing me from using occlusion culling and is very inefficient when the game starts up. Is there a way I can save the current game state into it's own scene so that I can then edit that? That way I can generate the cityscape and then save it to bake in culling.

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avatar image syclamoth · Sep 17, 2013 at 06:21 AM 0
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Is there anything stopping you from just generating the scene in an editor script? You can also set 'Random.seed' before generating the level, which if you are careful should prevent the scene from generating differently every run. Which means you could generate the scene in the editor, do all the occulsion-culling baking and so on that you need to do, and then delete the city to save space- re-generate it at runtime!

avatar image BrandonCimino · Sep 17, 2013 at 06:33 AM 0
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I have no idea how to make an editor script, but that sounds like it would work the best. I'll look into it, thanks :)

avatar image syclamoth · Sep 17, 2013 at 06:36 AM 0
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Editor Scripts are dead easy. If you can write a runtime script, it's not difficult to adapt it to run in the editor ins$$anonymous$$d, especially for one-shot actions like level generation.

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