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Thursday, April 3, 2014

Minimizing The Unity Scene Count


     I want to use as few different scenes as possible. In TriGrid I made the mistake of having each level have it's own scene. Whenever I changed something not involving prefabs, I ended up having to reopen and edit all 60+ of them. I've been reading up on single scene development for RPGs made in Unity while drafting ideas for making it work.

    I considered having the background image behave like sprites and have it's own animation set (to swap the image for a new room) while the wall colliders could be prefabs. But that;s when I considered how much more efficient it would be to just have the background sprite, its colliders, and it's stationary objects be in one big prefab like the pause menu. That way I can have the whole thing quickly pop up after the loading scene closes.

Scenes look like this before loading now.
     Having the game set like this can make adjustments easier to do and room code management easier to make. Doing this is giving me the happy feeling of making the game more feasible and possible. It'll also make level debugging a matter of swapping prefabs and respawning Clover.

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