This radius can also affect loading/unloading scenes too! On top of this, LOD and Imposter rendering can now easily be handled via a singular distance from a central radius. This is important because only 6 scene globs must be loaded around the origin (instead of the standard 8 that would be required with square grid), making everything run loads faster. A hexagonal streaming grid is basically a standard square grid, but with the 4 corners sliced off, and the points (used to load the world) are duplicated and offset, making it a hexagonal cell. Ultimately, I would prefer to maintain access to as many Unity-native development tools as possible in a new, powerful, open-world context.įloating origins can be handled in a few different ways, but hexagonal origins are best for visual-rich games where the viewer looks at the skyline a lot (FPS or TPS games). In some cases, I might want to hop into Blender and sculpt something there too, then have it appear in my scene when I hop back. The workflow I imagine is that I would use my tool, Snapcam, to instantly "snap" around my world to various far away locations, then use Probuilder to quickly author new content for this area. for contextual content-authoring?)įor example, I would like to quickly author simple content in-context, far away from the 0,0,0 origin (using existing tools like Probuilder or Polybrush). ![]() Are you guys also considering applying this to in-editor workflows for tools (i.e.
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