![]() Its a bunch of stuff working together to squeeze as much performance as possible, things that most people don't understand, so when they try such a big undertaking in Unity and it runs like crap they blame the engine, rather than their lack of knowledge. You are also going to need custom tools to help you out. Things like GPU instancing (maximize performance from repeated assets scattered around), world creation (something like GAIA to save time), dynamic pathfinding (recalculates at runtime as scenes stream in/out), AI tools (for behavior trees), a state machine, a streaming system (needless to say), a lot of stuff. I'm not sure whether you'd actually need source access or not since you can really access a lot with the provided scripting API. ![]() Either way you'd pretty-much need to develop your own tools to manage the workload. It would definitely be a lot more work and research than I'd ever want to do.įor any game with a huge open world and a big draw-distance, the developers had to jump through a lot of hoops to create the illusion. Things that aren't right in front of you have been replaced by low-poly versions. Large things that are far away have been combined and replaced by super-low-poly versions or even flat images. All of this is dynamic and changes as you walk through the world, but they do their best to hide it. Exactly how elaborate this system needs to be would depend on a lot of different factors, though. I'm (slowly) working on a small open-world game myself and I've decided to not mess with all that. I'm just doing mine like the original Fable game. That is- a lot of small scenes connected by doors (short loading screens). ![]() That sort of thing is really easy to do in Unity.Ĭlick to expand.Addressables is just an asset bundle manager written in C#. It cannot (and does not) load things any differently than vanilla asset bundle loading.Īnd asset bundles ultimately use the same internal loading machinery as scene assets and the resources folder. #Can you stream breath of the wild on pc legally how to#. ![]()
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