SubScene component
The SubScene component allows you to create a world made up of multiple scenes. This reduces the time it takes to enter a room and the load on the world.
properties
properties | function |
---|---|
Scene | Specifies the scene that will be loaded when a player is inside a Collider attached to this GameObject |
detail
The SubScene component allows you to create a world that consists of scenes that are always loaded (main scenes) and scenes that are loaded only when the player is within an area (subscenes). If the player is inside the Collider attached to the SubScene component, the specified scene will be loaded, otherwise the scene will be discarded. This loading situation varies depending on the player.
The SubScene component requires one or more of the Collider components to specify the range in which the subscene is loaded. Those Colliders' IsTrigger will be set to true.
World components inside subscenes do not work. Items, triggers, operations, and PlayerGimmick cannot be used in subscenes.
There is a time lag between when the player enters the Collider attached to the SubScene component and when the subscene loads, and when the player leaves the area and the subscene is destroyed.
Up to 10 SubScene components can be used in one world.
The same subscene cannot be specified to multiple SubScene components.
Please note that the scene loading state is different for each player, so interactions between avatars and items and subscenes may not appear consistent. For example, items or avatars in the area drawn by a subscene may appear to be floating when viewed by someone who has not loaded the subscene, or items with physical behavior may pass through the area where the subscene’s collider is located. To do. To avoid these issues, you can place the Collider in the main scene instead of a subscene, or change its rough appearance to Sub Scene Substitutes component can be used to express it.
Assets that are not included in the main scene but are included in multiple subscenes may overlap and consume memory.