Implementing World Streaming in my Unity Game! | Devlog
Support development on Patreon ❤️ / kylebanks Wishlist Farewell North on Steam 👉 https://farewell-north.com/steam Join the Discord 👉 https://farewell-north.com/discord Free Scene Ref Attribute 👉 https://github.com/KyleBanks/scene-re... It's been 4 months since the last Farewell North devlog and there's been so much progress on the game since then, it's kind of crazy. One issue I've run into though is that the world is getting too large to keep in memory, so we need to solve that by introducing World Streaming. I'll show you why it's necessary, how I coded my own solution in Unity, and some of the pitfalls I came across along the way. I also open sourced a scene dependency injection attribute you can use to avoid Awake, OnEnable and Start functions eating into your frame budgets when streaming or instantiating game objects at runtime in Unity. As a bonus it even serialises interfaces! Credits 👉 Farewell North Original Score by John Konsolakis: www.johnkonsolakis.eu Game Overview: Restore color to the desolate islands of Farewell North, an open world journey where you play as a collie traveling with his owner. Explore land and sea, uncover hidden paths, evade monsters, and free wildlife to bring color back to the world while revealing an emotional story about saying farewell. Twitter: / kylewbanks Website and Email Newsletter: https://farewell-north.com 0:00 Intro 0:38 Breaking the World Into Zones 1:15 The goal: World Streaming 1:51 Setup Streaming Code 3:22 Automation with k-Nearest Neighbours 4:38 Workflow Improvements 5:35 Performance Improvements 7:25 Results 8:04 Remaining Issues 9:01 Outro #devlog #gamedev #gaming #videogames #indiedev #indiegame #unity #unity3d #madewithunity #indiegames #indiegamedev #gamers

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