#subscene issue

1 messages · Page 1 of 1 (latest)

vague blade
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I realize this may be a stupid question, but is it possible to use subscene without converting game objects to and from entities? I want to split up very large scenes into smaller chunks for streaming in and out of memory, and to prevent the main scene size from ballooning out into infinity, but I DON'T want to write custom baking and authoring scripts for hundreds of different existing mono behavior scripts. Is it possible to load the subscenes normally, with game objects, or do I have to roll my own solution?

opaque heron
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The answer is no, subscenes are just entity data.
But isn't what you want just normal scenes?

vague blade
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Well yes, but I want to be able to organize these scenes the same way as Unity does for subscenes in my hierarchy, and I want to be able to have my game world split into separate scenes and stream them in and out of memory for the reasons I mentioned in my post.

opaque heron
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You can have scenes inside of scenes

vague blade
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Well how does that work? You can't drag and drop a new scene into a different scene, from what I can tell.

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From what I can tell, you cannot just put a scene into another scene.

ocean void
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And then when you wanna remove it you can simply right click in the hierarchy and remove the scene

vague blade
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Lol, yes. I know what that is. That's not what I'm asking about.

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Thank you though.

ocean void
vague blade
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I'm not asking if I can open multiple separate scenes independently in the hierarchy. I'm asking if a scene can be contained in a separate scene asset. What you're talking about is loading two separate scenes at the same time.

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Essentially, I need to split up a very large scene into smaller chunks, and they need to be their own scenes. I want to be able load those scenes in and out of memory.

ocean void
vague blade
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I want to organize them in the hierarchy the same way that Unity organizes subscenes.

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Ie, not viewed as a separate open scene in the hierarchy view, but rather as something that is part of the existing scene.

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The only thing I can think of is to use a gameobject that when opened or closed, moves all of its children to the scene whose asset it references. And then somehow hide an open scene in the hierarchy window.

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But I don't know if hiding open scenes in the hierarchy window is possible.

ocean void
ocean void
vague blade
vague blade