Publisher | Reachable Games |
---|---|
File size | 611.30kB |
Number of files | 33 |
Latest version | 2 |
Latest release date | 2023-01-23 06:20:57 |
First release date | 2019-02-05 12:24:08 |
Supported Unity versions | 2018.4.2 or higher |
Link to the Website
Link to the Forum
Documentation: PDF
Updated in 2.4:Added QoL improvements and fixed a couple of bugs in scene renaming and removing deleted scenes from the scene build list.
What is it?
Photoshop Layers Workflow for Scenes
and
System for Progressive Loading Large Worlds
Why do I need it?
If you work on a team, split up your levels into logical sub-scenes and lock them so you can each work separately. No more stomping on each other's work! No more merge conflicts! SplitScenes makes it easy to do the right thing, quickly and painlessly.
We all know scenes really don't merge well, and it makes sense that certain disciplines (programmers) don't need to modify content from other disciplines (art), so why put them in the same scene? Keep them separate, but treat them like they are together. Once SplitScenes becomes a cornerstone of your daily workflow, you'll see.
What does Progressive Loading mean?
Basically, using the scene loading core tech in SplitScenes, you can build large flowing levels and incrementally trigger the loading for the next chunk as you go. Or load the interior of buildings only when you approach them. If that interests you, there's a basic example of that in the testscenes folder. You can use that, or build something more industrial strength. SplitScenes can help power that for you.
What if I'm just one person?
It's still useful to break things into logical chunks. Baking lights is a pain to keep static and dynamic stuff on the correct layers. Why not put them in separate scenes and swipe-select and set their layers easily? Why not put static geometry in one scene, lights in another, props in another, gameplay scripts in another, etc. Or add a scene with debug displays in it when in the editor and simply uncheck Load On Play so it never loads at runtime.
Link to the Forum
Documentation: PDF
Updated in 2.4:Added QoL improvements and fixed a couple of bugs in scene renaming and removing deleted scenes from the scene build list.
What is it?
Photoshop Layers Workflow for Scenes
and
System for Progressive Loading Large Worlds
Why do I need it?
If you work on a team, split up your levels into logical sub-scenes and lock them so you can each work separately. No more stomping on each other's work! No more merge conflicts! SplitScenes makes it easy to do the right thing, quickly and painlessly.
We all know scenes really don't merge well, and it makes sense that certain disciplines (programmers) don't need to modify content from other disciplines (art), so why put them in the same scene? Keep them separate, but treat them like they are together. Once SplitScenes becomes a cornerstone of your daily workflow, you'll see.
What does Progressive Loading mean?
Basically, using the scene loading core tech in SplitScenes, you can build large flowing levels and incrementally trigger the loading for the next chunk as you go. Or load the interior of buildings only when you approach them. If that interests you, there's a basic example of that in the testscenes folder. You can use that, or build something more industrial strength. SplitScenes can help power that for you.
What if I'm just one person?
It's still useful to break things into logical chunks. Baking lights is a pain to keep static and dynamic stuff on the correct layers. Why not put them in separate scenes and swipe-select and set their layers easily? Why not put static geometry in one scene, lights in another, props in another, gameplay scripts in another, etc. Or add a scene with debug displays in it when in the editor and simply uncheck Load On Play so it never loads at runtime.