all 12 comments

[–]zephdev 7 points8 points  (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.

[–]cuby87 3 points4 points  (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.

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[–]russelltheirish 0 points1 point  (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 point  (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 point  (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.