#Multiple Worlds & SubScenes

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chilly python
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At the moment, using SubScenes affects all worlds. We've been using a series custom worlds with different lifetimes. Anything we do with SubScenes seems to affect all worlds, which was somewhat surprising to me. Particularly, even without 'auto load', destroying a SubScene MonoBehaviour will unload whichever scene it references from all worlds.

How is the sub-scene conversion flow expected to work with multiple worlds? (Particularly multiple worlds with very different purposes.)

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To give a more direct example: we use a world per "game server instance" and a client world which represents the local player (using netcode). If we run a listen server, changing instance results in the scene being unloaded from all other worlds. 😅

jaunty bluff
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A SubScene is just an editor authoring concept, but Entity Scenes can be loaded uniquely into a world as you see fit. The current SubScene monobehaviour does lack awareness about worlds, and we want to fix that. But a workaround today is to not use it, and load them directly into your worlds using the Entities SceneSystem.

mighty vigil
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Do you have any timescales for fixing the subscene monobehavior? It would be super handy if we could use the normal subscene authoring flows easily! 😄 E.g.: is this likely to be fixed for 1.0?