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Split-Screen 2 players in different scenes but same game (offline),Split-screen two players in separate scenes (offline) but same game?
Hello, I am making an offline local multiplayer (split-screen format) 2 player game where I want the players to be in separate scenes but within the same game.. They will each move through their own sequence of scenes and then at the end of the game they will both enter the same scene and meet.
At the moment I have a MoveScene C# script attached to a trigger volume that will change the scene for both players into the next scene in the list in the Build Settings.
I could do with knowing how to point each player to their own scene. Is this even possible? I am hoping this would be relatively simple because its offline but I may well be wrong...I am a newb :()
Answer by metalted · Apr 03, 2019 at 01:09 PM
When I started reading the question, I thought... no way this is possible. But after a bit of google magic it turns out you can load multiple scenes into one scene. So you will not be loading 2 scenes at a time, like parallel to each other, but you can create a scene, where you load the two scenes into, like one master scene and two child scenes. Then you can probably make some script to manage the scenes for both players.
Got some info here, hope it helps you, looks pretty easy to me: https://unity3d.college/2016/09/26/scenemanager/
This will in your case mean that you don't use the regular scene.load function. You need to load one scene, your master scene. Add the scene for player 1, add the scene for player 2. Then you can manage the scenes like you would with objects I think. So if player 1 reaches the trigger, delete scene1, add scene2, move player to start position of scene2, repeat.
amazing thanks for your help. Ill give this a shot over next few days and will update this thread with the outcome.
I can't imagine a scenario where this is a better solution than packaging the entire scene into a prefab and instantiating it twice. Especially since the other way you end up with 2 directional lights, possibly overlapping navmeshes, incorrect occlusion, etc.
Hey Rob, ok I can test that also. Each player is going to be in a totally different scene, eg. Player on the left side is in an FPS level, player on right is going to be in a forest. So yeah I thought this separate scene approach was best because each space has different lighting properties and skyboxes etc. thanks for advice
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