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Question by Trotski94 · Feb 26, 2014 at 10:52 AM · networkingloadingmap

Any way to load a "map" without it being a built scene?

Are there any ways to load a "map" (with navmesh) from perhaps a gameobject prefab using Resource.load? This will have to happen on connection to a server when the server specifies which map it is on.. are there any ways I can accomplish this? with loading bars etcetera for large-ish maps that would take a fair amount of time. Ive been trying to look at ways to overcome this but i cant seem to find any documentation outlining any decent method of accomplishing this, if anyone could point me in the right direction i'd be grateful. Thanks

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Answer by whydoidoit · Feb 26, 2014 at 10:55 AM

Well you can load parts of a map at a time using LoadLevelAdditiveAsync which would let you have your maps in multiple bits and load them using progress bars.

You could download and load from an Asset Bundle one or more scenes or a prefabs which contained things like Navmeshes - but that's the only way you can have it not have access to assets like Navmeshes at the time the app is released. This is a Pro feature.

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avatar image Trotski94 · Feb 26, 2014 at 11:02 AM 0
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I am working in unity pro. The assets will all already exist on the client and all the gameobjects will not need to be downloaded from an external source, rather told "load this 'map' from the folder containing the maps". the problem with LoadLevelAdditiveAsync is that it requires the scene to be built into the project no? im looking for a system where the "maps" dont have to be built into the project, rather loaded into a blank scene.

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