Hi, I'm making a WebGL game with Unity to embed as a discord activity.
The game is a simple 3D RPG with low-poly areas segmented into designated levels, and travel between these levels are done via an interface. Player locations are client-authoritative while the server handles collision detection and enemy AI.
Since I'm targeting WebGL, performance is a big concern and so it seemed like it was obvious to split areas into different scenes so an interface could be used to load them, but it seems having multiple loaded scenes with NGO is hard or impossible, at least I can't seem to find a straightforward way to do it
I'm instead considering using Addressables to load only one level at a time for players while all scenes remain loaded for the server. I have a few questions about this approach
- Is this the right way to go about it?
- How should I structure my levels to make it modular to modify and load them?
- Is it possible for the clients to run on WebGL and build the game as a standalone application for the server as the server must process a lot of collisions and interactions
Thanks