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RenderSettings not overwritten when using LoadLevelAdditive

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My TPS-game contains several Scenes besides the menu that have different maps. Each scene has its own environment, enemies and Render/LightSettings. For buildsize reasons and faster developing I use a "base-scene" (think of a base class) which contains scene dependent elements like the canvas, player and Camera. Also I have buttons on the canvas which use functions of the player, so making the canvas a prefab would lose all the onClick/eventTrigger references from the player. The player itself is a prefab, so dropping them all together as one prefab (nested prefab) in the map-scenes to avoid the referencing issue is a nogo. Therefore everytime I want to play a specific map, I first load from the menu the Base-Scene with the scene dependent elements and from there I load the actual map additively. But the problem is that the blank RenderSettings from the base-scene are not overwritten from the particular map-scene which should be as it *adds* the scene, assuming including rendersettings to overwrite the current scenes' rendersettings. Instead, only the environment is beeing added. So I think this issue is a bug from Unity ([https://forum.unity3d.com/threads/unity-5-losing-skybox-sun-fog-on-loadleveladditive.312039/][1]) but I dont know how to avoid this since my described scene management relies on additive loading. [1]: https://forum.unity3d.com/threads/unity-5-losing-skybox-sun-fog-on-loadleveladditive.312039/

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