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...
View ArticleHow 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...
View ArticlePassing 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...
View ArticleHow 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...
View ArticleProblem 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...
View ArticleLoadLevelAdditive 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?
View ArticleLight 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...
View ArticleDisabling 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...
View ArticleSplit-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...
View ArticleCorrect 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...
View ArticleIntermittent 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....
View ArticleSpawn 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...
View ArticleHow 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...
View ArticleHelp 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`...
View ArticleLoad 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,...
View Articledeleting 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...
View ArticleCan 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...
View ArticleWhat 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...
View ArticleRenderSettings 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...
View ArticleGeometry 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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