The're not enough tutorials on this topic, thank you.
@frostyproductions23
21 күн бұрын
making a hollow knight inspired game wanted to make a room loading system and i found what i wanted you saved my life
@Aaron-vn5fd
Жыл бұрын
Honestly Brandon, I have been looking for some good info on this topic for several days now. This video is right on time man! Can't thank you enough!
@kristophsams5036
8 ай бұрын
I have been looking for an example to this for some time now, almost a year. Thank you for making this.
@PaalAas
7 ай бұрын
Thank you so much for this! I also just did your Hollow Knight camera tutorial a few weeks ago, and was also very impresed. I hope you keep on making these as they are extreamly helpfull!
@omar-0082
2 ай бұрын
i was just looking to how use the loadScene and found you video, thank you so much !
@Vav97
10 ай бұрын
Finally found a great tutorial on additive scene loading! Thank you!
@Slagemer1
4 ай бұрын
Gosh you are fcking quick, unreal to follow your mind, so rapid, im burning
@dong8912
7 ай бұрын
3:07 I love it.
@midniteoilsoftware
Жыл бұрын
Great topic and fantastic presentation!
@fireraccoon_
Жыл бұрын
as always high five for video!
@tinalava68
7 ай бұрын
Thanks! Each time I wonder how to do stuff the correct way, you have the answers.
@MarushiaDark316
8 ай бұрын
Would be interested to see this work with event channels, wherein the SO has a SceneField but also information about whether to call a loading screen, and what mode to load (additive or replace).
@sealsharp
Жыл бұрын
Algorithm boosting comment goes beeeep.
@mmmMindo
Жыл бұрын
*Bem bop bep bop* boost successfull
@BirdtekGames
Жыл бұрын
This is a great tutorial! A+++
@Seshua87
Жыл бұрын
This is helpful, One question, only asking because I'm not currently in Unity, When setting up a scene that comes after a previous scene, lets say in scene 1 the edge of that scene is at 50 on the x position, In the scene next to it (to the right) would that scene's edge block have to start at 50 on the x?
@limear
5 ай бұрын
1. Create a new empty game object and move it to the new scene using SceneManager.MoveGameObjectToScene. 2. Set that game object as a parent to all root game objects using Scene.GetRootGameObjects and Transform.SetParent. 3. Set transform.position of the parent object to the "anchor point" at the seam between the 2 scenes. I use empty game objects to set the anchor point position in the scene. You probably figured this out in 6 months but maybe someone will find this useful.
@denn501
8 ай бұрын
This is mindblowing!!!!!
@tdr7481
11 ай бұрын
Really helpful. Thanks!
@PeeWee1476
6 ай бұрын
This rules. Thank you!
@ДосталиЕвский
4 ай бұрын
Thank you very much!
@TheOriginalDarkGlitch
Ай бұрын
I just started experimenting with multiple scenes and that SceneField script needs to be standard.
@92LuisAlfredo
8 ай бұрын
What an amazing video
@BonelesswithalittlesideofJuan
5 ай бұрын
I’ve been trying to implement this type of architecture in my game, and this video ended up being really helpful thanks! Just one question tho, how did you make that the scenes started at a different position. How specifically does the red platform starts at the edge of the gray one and so forth
@ForgeAndFortuneVR
8 ай бұрын
Thank you!
@williamducar4642
Жыл бұрын
Appreciate the video. What is the difference between the loading and unloading scenes to create a large world versus enabling and disabling addressables (via the Addressable Asset System)?
@STARmod
11 ай бұрын
Make a video on adressables for the same usecase, no one ever made a video for that
@t33h33studio
Ай бұрын
So I guess you just have to change where you place "new scenes" transforms that are part of a seamless world to be in reference from position 0,0,0? Otherwise wouldnt loading another scene accidentally loading over an existing part of your world? Like two different platforms fighting for the position of Vector3(4.5 , 11 , 0) Its easy to imagine playing through a world like that, but i find it hard to imagine/envisioning Editing those scenes without frustration. Would that need its own boiler plate code to aid in Editing scenes?
@chadm6777
11 күн бұрын
How would one handle AI in this context? You won't want them doing nothing while the player's in another region of the game world, but also don't want to render AI transforms, textures, audio etc. when not in range of the player.
@nojram1604
7 ай бұрын
Now I know that there is a serializable scene. I wish I knew early...
@daezel
10 ай бұрын
Hello. I've seen your other video with a panning camera automatically with trigger colliders. I was wondering if implementing both features might create collider hell and lead to lag. as far as I know, collision detection is pretty computationally heavy....
@rainwingp
4 ай бұрын
Thank you for this tutorial!! but I have a question in my mind. How should I use cross-scene reference with my player, controlManager and other objects? I can't drag objects from the persistentGameplay scene into the scripts field of the Room scene.
@Scalpelboy444
Ай бұрын
I tried this in a 3d game but the different lighting of the other scene (day) brightens the scene of the first scene (night) any way to fix this? sorry total noob here
@yuukiasuna3739
11 ай бұрын
Hi @Sasquatch B Studios, I really learn a lot through this tutorial! I a bit confuse about the persistentGameplay section. How do you keep the player to stay in each level in the video? Is my concept correct: Loaded once from StartGame(Main Menu) and then it will load continuously as it is in Async and also because it is not set unload in SceneLoadTrigger?
@sgtrice1
11 ай бұрын
Correct, PersistentGameplay scene is loaded once at start and never unloaded until the game is stopped. Any thing you need to keep alive the entire game you place in this scene.
@yuukiasuna3739
11 ай бұрын
Ohhh, ok, thank you @@sgtrice1
@patek2385
10 ай бұрын
So when the player is on a different scene, can we simply drag and drop him to the scripts from another scene?
@SmartLearningAI
5 ай бұрын
How would you handle this in larger open-world scenes?
@outoftime9071
5 ай бұрын
I don't get how it works in reverse too as in going back through the level. Can someone explain please?
@phoenixfire6559
Ай бұрын
There is no need for a direction for the trigger. Think about it, if you hit the trigger then at the given point in time you only need the scenes around it loaded. It doesn't matter if you hit it from the left or right. When you hit a different trigger, the scenes loaded will change. Example: I have three rooms in a row. Room 1 - - - - Room 2 - - - - Room3 The triggers do the following: Room 1 trigger => Loads Rooms 1 and 2. Unloads Room 3. Room 2 trigger => Loads Rooms 1, 2 and 3. Room 3 trigger => Loads Room 2 and 3. Unloads Room 1. I am in Room 1 so Room 1 and 2 are loaded. I go to Room 2 so Room 1, 2 and 3 are loaded. I go to Room 3 which unloads Room 1. I got back to Room 2 which again loads all three rooms. The first instance I went into Room 2 from the left, the second from the right. It didn't matter which way I approached the trigger.
@ProfDrHawkins
11 ай бұрын
Just a quick question: Why can't we use Scene as variable type for a scene and rely on a custom SceneField type, if we don't want to use strings for our scenes? Like you did create scene variables in the load and unload methods of the trigger script.
@sgtrice1
11 ай бұрын
A Scene variable type cannot be set in the inspector.
@Bigblackhawk123
Ай бұрын
This… did not work. It could be a defect in my game exclusively but I tried for hours.
@noobdev6464
9 ай бұрын
Great tutorial, but i have an issue, i have a paralax script who is refering a game object in my first room called environment ( where all the paralax layers are for my environment) on room 1, but when i unload room 1 my camera ca no longer find the reference of the game object environment. Anyone know how to fix this ?
@mrroams5812
5 ай бұрын
I know this is an old comment, but you'll have to find a way to dynamically find the new environment object. Maybe mark the environment object with a "environment" tag and then search for the new environment object/s when you load a new level using that tag?
@Nashfanfl13
Жыл бұрын
veil of maia is that game still being worked on? haven't seen a dev log in a while
@minima_studios
Жыл бұрын
yes
@mher_22
Ай бұрын
I can't understand what's going on here, he's going too fast :(
@codered_dev2
Жыл бұрын
Yooooo
@Coco-gg5vp
Жыл бұрын
First
@smackmybiatch
8 ай бұрын
I wonder why is this not the default for handling global stuff instead of the whacky "DontDestroyOnLoad"
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