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Determining when a scene should be changed/loaded

I guess this is more of a Unity question than an Adventure Creator one however..

I was wondering what the easiest way was to determine when there is too much going on one one scene and that another one should be loaded/switched.

I really like Adventure Creator's side scrolling and parallaxing scripts (along with just about anything else) and wondered what issues and drawbacks I may face in making a point and click game that endlessly scrolls left and right; one busy scene for the entire duration of the game.

I assume with sprites of characters walking in the streets, rain in the foreground, tint maps, passing cars, numerous hotspots etc etc that there will be frame rate issues and much more.
My
apologies if this topic has been covered on this forum before: I tried
searching for this via the search function but I wasn't sure how to word
it.

I'm
creating a 2D point and click game that scrolls it's camera with the
players movement (like any standard 2D side scroller. I was wondering
what if there is a quick and dirty method in checking what a suitable
workload is in a scene.

For
example, my game starts in a street 'hub' like area with many shops,
sprites and animated overlays such as rain etc. I want my player to be
able to 'endlessly' scroll right (and backtrack left) as they progress
and even shops etc are visited in this view. What issues am I going to
face given that there is no new 'scene' to load. I'm loosely aware that
scene switching can be made in a way that seems invisible (to an extent)
but I'm interested in knowing how I can monitor when this would be
necessary.
My
apologies if this topic has been covered on this forum before: I tried
searching for this via the search function but I wasn't sure how to word
it.

I'm
creating a 2D point and click game that scrolls it's camera with the
players movement (like any standard 2D side scroller. I was wondering
what if there is a quick and dirty method in checking what a suitable
workload is in a scene.

For
example, my game starts in a street 'hub' like area with many shops,
sprites and animated overlays such as rain etc. I want my player to be
able to 'endlessly' scroll right (and backtrack left) as they progress
and even shops etc are visited in this view. What issues am I going to
face given that there is no new 'scene' to load. I'm loosely aware that
scene switching can be made in a way that seems invisible (to an extent)
but I'm interested in knowing how I can monitor when this would be
necessary.

Comments

  • Your scene's NavMesh is potentially one of the largest performance hogs to contend with, as the pathfinding calculations will increase with each vertex your NavMesh has.

    If you find that your NavMesh's size causes slowdown, you can try lowering the Accuracy slider in it's Inspector.
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