Hello, while building my game should I include every single Streaming Levels or is just including my Persistent Level enough?
There is no answer to this, because it really depends on how big the levels are, how many you have, what kind of game it is, what sort of loading time is ok, and yada yada yada…
Any more info?
Hey there @klaomon1! As Clockwork mentioned, this answer is highly variable depending on how large your game worlds are, how much is going to be loaded at any given time, and if your scenes can be easily delineated. We would need to know more about your game and if you’re running into performance concerns.
Hello @ClockworkOcean and @SupportiveEntity, the game’s level sizes are not that big. Let’s say there is an indoor facility and we are at the 1st floor of the facility. The floor is seperated as Facility_Hall, Facility_Corridors and etc. One floor contains 7-8 levels like this. The game has non-euclidean mechanics in it. So, the load time needs to be very fast as we are using the level streaming method for some of the non-euclidean mechanics. Thanks for your response
If the levels always load in the transform, and you can handle having them all loaded at once, then just keep them all in streaming. Otherwise you will have a hitch when you need them.
Otherwise, I’d take a look at ‘load level instance’, especially good for loading a level in any transform you like. You can also use ‘async load asset’ to get them ready.
In the case of non-Euclidean architecture, you still may have easy ways to delineate the areas. If so it’s still definitely recommended to go for instancing if the levels are heavy enough. I’d go for complete persistence up to tolerable performance, but build with the chance in mind that you’ll still need level streaming down the line just in case.