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Question by everett24 · Jul 17, 2012 at 05:44 PM · lagmapideas

Making my large map less lagged

Alright so I have a large map, like Skyrim large, and I need to make it less laggy because there will be 100 people on it, Im not sure how I would go about this, would I want to make it into several parts and it only loads the one your on? Or do a Script that makes it so everything you cant see is low graphics? Im not sure so im here looking for a push in the right direction :)

All help Welcomed

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Answer by Julien-Lynge · Jul 17, 2012 at 07:44 PM

What you need to look into is dynamically loading terrain - either as AssetBundles or procedurally generated terrain.

Take a look around for discussions of infinite terrain in Unity. Here's a good answer to get you started:

http://answers.unity3d.com/questions/58277/infinite-terrain.html

You'll also want to look into LOD and any way of deactivating / activating things as they move in and out of range, for instance

http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnBecameVisible.html

Good luck!

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avatar image everett24 · Jul 17, 2012 at 08:04 PM 0
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LOD? whats that?

avatar image Julien-Lynge · Jul 17, 2012 at 08:08 PM 0
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Level of Detail. Unity has some advanced features for automatic LOD stuff (e.g. http://docs.unity3d.com/Documentation/$$anonymous$$anual/LevelOfDetail.html), but you can also create your own managers. In a nutshell, when a mesh gets so far away that you can't tell the difference, you should simplify it as much as possible. This will make rendering much faster for the object. The analogue with Textures is mip maps, which you should definitely google and become familiar with. If you can simplify things in any way, for instance replace far away mountains with a simple billboard picture of the mountains, that will always help you out.

avatar image Julien-Lynge · Jul 17, 2012 at 08:09 PM 0
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Oh, and if this answer helps, be sure to mark it accepted to remove this from the list of unanswered questions.

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Answer by Nsmurf · Jul 18, 2012 at 07:42 AM

If you haven't already, try to make it as low poly as possible. if you are using blender you can use the decimate to remove redundant points on your map (other programs likely have the same feature, but i don't know what it is called in them). you will need to use some scripts to, if your map is going to be so large (I can't help you with the scripts).

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