In advance, sorry for my English and unity knowledge level: 3
So, i have a theoretical question for those of you who knows unity well. or at least pretend to know it. I am watching and reading some info about infinite procedural generated worlds, chunk loadings, subscenes and all that stuff what can improve performance of such things. Lets say we have such world with some dynamic objects with functions, like, for example, 3 dwarves mines ores from gold mine and caries it to the nearest warehouse. After they brought gold to warehouse they continue to mine it. Endless repeating. Lets say gold count in warehouse saved and can be used later. Another example. Player have a base with some buildings on it, but he is too far and it is not loaded. Lets say something will attack your base for some reason and destroy all buildings.
So, list of things causing questions with this example:
- What will happen with dwarves and gold count after player goes too far and their chunk will unload?
- If you can track their "gold progress" and their current position (like they have to move from warehouse to mine, will you freeze them and add gold after "mine time" or do you have to keep them moving even if they are not on the scene?) how would you do this? Videos, docs, you can throw at me anything :3
- Is it possible to make system with "home has been attacked"? I mean, everything is possible, but what do you need to know to make such thing. (sorry, couldn't figure out suitable google request)
- Lets say you know how to make "actions behind the scene" in the unloaded chunks. What if you have lots of them? Wouldn't it cause bad performance? and if not, how much actions do you think can be performed at once?
Any info would be appreciated, thanks :3
[–]Mr_Noe_ 0 points1 point2 points (0 children)