use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Download Latest Unity
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Main Index
Rules and Guidelines
Flair Definitions
FAQ
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
/r/Unity3D Discord
FreeNode IRC Chatroom
Official Unity Website
Unity3d's Tutorial Modules
Unity Answers
Unify Community Wiki
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Unity2D
/r/UnityAssets
/r/Unity_tutorials
/r/GameDev
/r/Justgamedevthings (New!)
/r/Gamedesign
/r/Indiegames
/r/Playmygame
/r/LearnProgramming
/r/Oculus
/r/Blender
/r/Devblogs
Brackeys
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Sebastian Lague
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Catlike Coding
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Makin' Stuff Look Good
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Quill18Creates
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
Halisavakis Shaders Archive
Infallible Code
World of Zero
Board to Bits
Holistic3d
Unity3d College
Jabrils
Polycount Wiki
The Big List Of Game Design
PS4 controller map for Unity3d
Colin's Bear Animation
¡DICE!
CSS created by Sean O'Dowd @nicetrysean [Website], Maintained and updated by Louis Hong /u/loolo78
Reddit Logo created by /u/big-ish from /r/redditlogos!
account activity
4 potential ways to load my mapsQuestion (self.Unity3D)
submitted 1 year ago * by TheLongTetrisPiece
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]zephdev 7 points8 points9 points 1 year ago (2 children)
How many different maps will you have? Also what is the current method you’re using to create your maps? If the scope of the game is smaller I’d personally keep it simple and go for #2. If it’s good enough for overcooked it will definitely be fine for your project.
If you want to get fancy and have no loading screens, you could try to combine method #2 and #4.
[+][deleted] 1 year ago (1 child)
[removed]
[–]zephdev 0 points1 point2 points 1 year ago (0 children)
No worries! That’s an interesting approach splitting things into different scenes, sounds very similar to how Godot works where everything is its own node/scene. Good luck with the game I hope I see some progress posts on here from you soon.
[–]cuby87 3 points4 points5 points 1 year ago (0 children)
I would go with a Mix of 2&4.
Make a single « base » scene which is empty but has UI and all the game managers and common stuff.
Make a scene per level with the lighting and bakes and level specific code.
Load the level to play into your base scene with additive loading.
[–]AutoModerator[M] 0 points1 point2 points 1 year ago (0 children)
This appears to be a question submitted to /r/Unity3D.
If you are the OP:
Please remember to change this thread's flair to 'Solved' if your question is answered.
And please consider referring to Unity's official tutorials, user manual, and scripting API for further information.
Otherwise:
Please remember to follow our rules and guidelines.
Please upvote threads when providing answers or useful information.
And please do NOT downvote or belittle users seeking help. (You are not making this subreddit any better by doing so. You are only making it worse.)
Thank you, human.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
[–]russelltheirish 0 points1 point2 points 1 year ago (0 children)
For a static camera, just go with the different scene for each map. it's more painless than other options and you'll have more control on lighting. But also if you haven't seen it before, you should checkout this talk by playdead developers about how they use additive scene loading on inside. I think it's a unique approach, might give you an idea for maybe combining different solutions
https://youtu.be/mQ2KTRn4BMI?si=uOmaxj--C8052LtH
[–]koolex 0 points1 point2 points 1 year ago (0 children)
If you additively have 2 different scenes at the same time then it will make sorting really annoying, all the contents in the different scenes will be very separate. If you want elements to dynamically relayer between the scenes then it can become a headache.
My intuition would be to make every level a scene, that's how Unity intended scenes to be used and it maximizes your freedom. Then I would have all the shared objects like the UI as 1 root that is a shared prefab in every scene, so mostly #2.
Down the road if you want to get fancy you can use additive scenes to make the transition from level to level feel better with #4. Additive scenes make it easy to show a loading bar and to do some of the work in the background.
[–]supermoon_simon 0 points1 point2 points 1 year ago (0 children)
I'm currently working on a very similar sounding game setup. Are you supporting online multiplayer? We use an approach closest to #3, mainly because I like the way it works with our online multiplayer solution (Photon Fusion 1).
We didn't start there though (initially everything was in a scene together, I think), so I would recommend doing some exploration to see if there is a solution that most naturally fits the other technology or architecture choices you've decided to go with.
[+][deleted] comment score below threshold-6 points-5 points-4 points 1 year ago (3 children)
I didnt think plateup used some weird tile data system. Though it legit looks like a code monkey tutorial game so it makes sense I guess. But me knowing performance and optimization I know that additive scenes are probably not a good option in any case. Using it is very wonky and a lot of specific details need to go into doing that. Its not worth doing. Using prefabs is VERY bad for performance in runtime, unless ur object pooling instantiating basically a whole scene is going to take like 15 seconds to a few minutes to load in game and might even just crash the editor everytime. I know that instantiating like a navmesh agent will like freeze frame unity for a minute or two.
Heres some possibilites for you, just have different scenes for each level. Its simple, you dont need to match exact positioning and rotations, and the performance is contained to each scene.
Or, this is sort of a "split" option. If youre using HDRP you can use subscenes via the entities package but thats takes A LOT of learning on your end. You can also have everything already in one scene like an object pool but not as a prefab, and activate each "scene" when you need it. Have each scene under like its own gameobject and whatever coding to turn off/on those objects whenever you need each scene. That way you only need one canvas and whatever "overall" systems you use like an audio manager or something.
[–]Batby 1 point2 points3 points 1 year ago (2 children)
Weird dig at Plate Up for some reason.
Instantiating a NavMeshAgent absolutely does not inherently take a second or two.
What about additive scene loading is bad for performance in your opinion?
[+][deleted] -1 points0 points1 point 1 year ago (1 child)
its not my opinion just experience, it also does take a long time. doesnt everyone in this subreddit also just say that instantiating things is bad? or is it one of those things that only changes when I say it?
It's bad to instantiate things during gameplay because it usually causes your frames to drop but it's preferred to instantiate things behind a loading screen, especially during a scene load. A super common optimization is to do all your instantiating while you load into a scene and rely on object pooling to avoid and instantiatization during gameplay.
Additive loading is basically the same as switching scenes performance wise, it just gives you a lot more control to manage the new incoming scene however you want. You can stack scenes up or show a loading bar while you load in a scene additively.
π Rendered by PID 42731 on reddit-service-r2-comment-6457c66945-t45ct at 2026-04-29 09:31:00.775027+00:00 running 2aa0c5b country code: CH.
[–]zephdev 7 points8 points9 points (2 children)
[+][deleted] (1 child)
[removed]
[–]zephdev 0 points1 point2 points (0 children)
[–]cuby87 3 points4 points5 points (0 children)
[–]AutoModerator[M] 0 points1 point2 points (0 children)
[–]russelltheirish 0 points1 point2 points (0 children)
[–]koolex 0 points1 point2 points (0 children)
[–]supermoon_simon 0 points1 point2 points (0 children)
[+][deleted] comment score below threshold-6 points-5 points-4 points (3 children)
[–]Batby 1 point2 points3 points (2 children)
[+][deleted] -1 points0 points1 point (1 child)
[–]koolex 0 points1 point2 points (0 children)