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How to use Occlusion Culling with LoadLevelAdditive

In my large world, I have a bunch of scenes that I load in real time (LoadLevelAdditiveAsync) when I get close enough. Now, I know that [you can not stream occlusion culling][1]... What I want to do...

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How to load a DDOL scene additively on startup ?

Hello, I'm working on a rather large multi-scenes project. There are quite a few objects that we want to exist as singletons throughout the entire project. To do that, we explored two solutions, but...

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Passing variables to LoadLevelAdditiveAsync

Im currently looking at using LoadLevelAdditiveAsync to improve loading the large tiled city i dynamically generate by streaming the tiles as the player moves around. My idea is to have a single scene...

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How to load enlighten lightmaps correctly at runtime?

We are attempting to make a game that will consist of an "endless world" of sections that are loaded at runtime. Each section will be contained in a scene with it's own lightmaps. Currently we are...

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Problem with LoadLevelAdditive Timing

So I have a little problem which seems to me about the timing of LoadLevelAdditive. I'm instantiating a player object which in its start method instantiates another class that loads some UI from a...

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LoadLevelAdditive random array

I'd like to know how to load all my scenes at ones but randomly each time, and everytime it loads i need my character and camera to be created in the 1st scene(which always is different) any ideas?

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Light Maps / LoadLevelAdditive / Prefab

My game needs the ability to load rooms from either load level additive or better prefabs. I need to use the light mapping features. Once I attempt to load level additive a disabled level or prefab so...

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Disabling occlusion culling

I'm using LoadLevelAdditiveAsync to transition from one scene to the next with the new scene in the same location as the old one and the old one being deleted. The problem is that the old occlusion...

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Split-screen for a large world

As a follow-up to this question: http://answers.unity3d.com/questions/959788/how-do-i-display-two-scenes-at-once.html I now have 8 scenes with the same world and different agents. Now if I use...

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Correct use of Application.UnloadLevel ?

I'm trying to use the newly added Application.UnloadLevel to unload an existing scene after loading a new one in additively in Unity 5.2 but keep getting the error: *Unloading the first loaded scene...

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Intermittent crash on LoadLevelAdditive, and LoadLevelAdditiveAsync

I am experiencing an intermittent crash when loading certain levels in my project. It happens during an additive load, and I have reproduced it using both LoadLevelAdditive, and LoadLevelAdditiveAsync....

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Spawn scene object not found

**[General Information]** I've begun upgrading my Unity 4 project to Unity 5.2.1f1 Personal, mainly replacing the old Network Views with the new Network Identity's and the like. The game randomly...

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How To Load Next Scene in Unity 5.3 Version without Destroying any GameObject?

Hello Everyone in Unity community! Im new to unity. i have used a little bit unity version 4.5 before but now im going to use unity Version 5.3. its changed. well how can i load a scene over another...

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Help with dynamic loading or occlusion culling in scenes on 2D metroidvania?

Hi everyone, I'm trying to do an adventure game (metroidvania), with fixed camera angles, and the map is reaaaaally huge. I already heard about `Application.LoadLevelAdditive`and `occlusion culling`...

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Load Level Additive tutorial problem

Basically, in the [Creating a Scene Selection][1] UI tutorial, they show how to add one scene to another without destroying anything in either scene by using Application.LoadLevelAdditive. However,...

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deleting previous scene in transitional room

im using a transitional room set to "dont destroy on load" with one open door and one closed door. when the player enters through the open door, it starts to close and the next scene will be loaded...

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Can Unity 5.5 load Occlusion Culling additively?

Since the release of 5.5 Unity is supposedly supporting multi-scene occlusion culling. Does it mean it is possible to use LoadLevelAdditiveAsync to load level with baked occlusion data? I tried baking...

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What is the standard solution for preserving level data?

I've found different answers to how you might preserve data on gameobjects without resetting it when loading a new scene, such as DontDestroyOnLoad, PlayerPrefs, LoadLevelAdditive or even just using...

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RenderSettings not overwritten when using LoadLevelAdditive

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...

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Geometry not rendering after Application.LoadLevelAdditive

I have a scene (A) that acts as a pre-loader, displaying a title screen while the real scene (B) is loaded using Application.LoadLevelAsync. So A ===(Application.LoadLevelAsync)===> B Then in B, I...

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