卸载外部,加载内部(反之亦然),无需加载屏幕?

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英文:

Unloading exterior, loading interior (viceversa), without loading screens?

问题

我想知道大多数现在的游戏都在做这种东西时的措辞是什么,玩家可以以极其流畅的方式加载到这些内部场景,没有后面的加载屏幕。下面有一个示例:

https://youtu.be/oIpRHJl-ZE8?t=880

这个有一个专门的术语吗?我应该如何真正着手去做这个?我知道可能有一些区块在这里被卸载/加载,但是否有办法与常规的Unity地形一起实现这一点?

有几种方法可以做这种事情,所以我想问问哪种更好。我知道有些人喜欢将玩家传送到地图下方以简化操作,所以请告诉我我可能有哪些选择。

谢谢。

英文:

I'm wondering what the wording is for this sort of stuff that most games nowadays are doing, it's where the player loads into these interiors incredibly fluidly with no loading screen behind it. Example below:

https://youtu.be/oIpRHJl-ZE8?t=880

Is there a wording for it, how would I really go about it? I know there's probably chunks here, being unloaded / loaded in, but is there any way of working with the regular Unity terrain and doing this?

There's a few ways of doing this sort of stuff so I thought I'd ask for the better option. I know some like to just teleport the player below the map to make it easy, do please let me know what options I might have for something like this.

Thanks.

答案1

得分: 1

个人而言,我会把所有内容加载并放在不同的文件夹中,就像游戏对象一样。

当你从一个环境切换到另一个时,只需在一个文件夹上使用gameObject.SetActive(false),然后在另一个上使用true。 这对内存有点浪费,但室内场景相对简单,所以不会太糟糕。

如果你需要更大的外部区域,考虑构建一个瓦片系统,随着你向它移动,它会在后台逐渐加载该区域。

英文:

Personally, I'd have everything loaded and different areas held in separated folder like game objects.
As you pass from one environment to another just gameObject.SetActive(false) on one folder and true on another. It's a little wasteful for memory but the interior scenes are fairly simple so not too bad.
If you need a bigger external area, think about building a tile system that loads the area progressively in the background as you move towards it.

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  • 本文由 发表于 2023年3月4日 05:28:47
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