Removing all Tree-Like Objects and Grass fixed that, Grass is now a Prefab (GameObject) and I created a tool to place it. Then we ran into some performance problems - cause: the Unity Terrain.
It is implemented in Unity and handles the acquired status (status is set/read on a web-server). We tried to fix it on trello, where you were only alowed to push scenes you acquired (moved to 'InUse'-List) but the solution that we are still using is one I and a friend who has web-dev-skills coded. Pyramid_Logic, Pyramid_DynamicGeo, Pyramid_StaticGeoīut collaborating with git was still messy, we had a lot of merge conflicts that led to lost progess. Tutorial_Logic, Tutorial_DynamicGeo, Tutorial_StaticGeo,
So we split everything up into seperate scenes per Region -> With this setup we couldn't work on the scenes at the same time. Our world has a structure like Dark Souls -> Rooms, Valleys where you can see the sky and paths between them.įirst we just started off, everything in one scene, playercontroller, basic enemies, puzzles. I am currently developing an open world game with a level designer as my ally on this journey.