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Top down 2d big terrain
Hi guys,
my friends and I are currently working on a top down 2d game in Unity using Unity's 2d features (straight top down, not isometric), here's a screenshot :
and while prototyping the scene in Unity by placing the objects (rocks, plants etc) directly in the scene for prototyping purposes seemed fine, now we've reached a place where we want to figure out how to implement handling of a huge terrain.
My question is - is it a good practice to do it this way - model the whole map as one huge scene and place the Sprites or prefabs made of bunch of Sprites on the scene one by one or is there a better way ? The problems I see here are : -potential perfomance issues - huge number of objects to be in the hierarchy -pathfinding - most of the things we put should be un-walkable like plants, rocks, the river etc. and I'm affraid that might be an issue too.
Any thoughts ?
But it doesn't have to load many polygons and complex 3d models so I don't think there will be any performance issues
Answer by Kobusvdwalt · May 03, 2014 at 11:49 AM
Hey there,
Take a look at Application.LoadLevelAdditiveAsync
http://docs.unity3d.com/Documentation/ScriptReference/Application.LoadLevelAdditiveAsync.html
It allows you to load levels additively without lag. Though I think Asynch is pro only. But theres also http://docs.unity3d.com/Documentation/ScriptReference/Application.LoadLevelAdditive.html
So you can split your level into multiple scenes.
awesome stuff, thanks! Did you have a chance to test such scene loading in a game performance wise ?
Answer by Kamuiyshirou · May 03, 2014 at 03:57 PM
@Kobusvdwalt, Even on this issue, specifically bout the answer ... anyone know explain what has more performance? And what time is more advisable to use? I develop for Android.
http://docs.unity3d.com/Documentation/ScriptReference/Application.LoadLevelAdditiveAsync.html
http://docs.unity3d.com/Documentation/ScriptReference/Application.LoadLevelAdditive.html
THANK YOU!