Researching the best way to have random generation of levels..


Update: According to this it should work…with a bit of a rework out of load level additive.

http://answers.unity3d.com/questions/65030/static-batching-on-dynamically-instantiated-conten.html

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I think it maybe still possible…Well almost anything is but possible with the least amount of time. I am looking into prefabbing the rooms and batching. The problem is on mobile devices especially when an object is drawn it requires a batch call. This sends it all down the pipeline and is generally the most expensive call by far. So if objects share materials but different verticies they can be put together into one model and sent together as one. Combine tons of models and you can draw QUITE a bit more. Unity is supposed to do this automatically. However, upon reading this only happens at compile time not load time. Thus I may have to batch myself or find another solution. I am looking into prefabs currently. I already have a primitive batcher but I would rather a prefab solution……So once I figure it out I will post it here! more later

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2 Responses to “Researching the best way to have random generation of levels..”

  1. prototypicalname Says:

    I’m glad to see you found a solution! 😀

    By the way I was wondering if you’ve had the chance to check my response in the story mode deliver time section and if so could you answer some of the questions in the reply? I don’t want to seem impatient as I’m sure you’re awfully busy but I’m just excited to write about something that I’m really interested in. I’m not a writer by any means, and my writing skills are average at best so don’t expect a masterpiece! 🙂

    • ryanmitchellgames Says:

      Soon as I get time… I have 4 days oif day job backed up from a hellish trip last week. After the backlog is done I will get right to it.. Maybe tonight but for sure this week =)… This is the best time to be developing that side… before the story is loaded into the systems =)

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