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A small questiont about a common system in games

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A small questiont about a common system in games

Post by konit_oo » Thu Nov 26, 2015 11:36 pm

Hello guys. I've played a lot with Unity3D so far, so my friends and I decided to make a game, though not for vita but for android. The game itself will be a 3D one, something like an arena, imagine cspsp but with lol, cs and so on elements. So, I have in mind that usually in the more serious game development the developers use a system, which name I'm investigating, which loads just game objects and pieces of map in a radius around the player and the rest remains kind of inactive, neglected, obsolete... I cannot find the proper word in English (poor, poor dictionary :) ). I assume you get the idea, so if anybody knows about this, please tell me what should we look for to get faster in this matter. If I can apply this and somehow save some precious CPU power it would be extra. :D :D :D
As far as I know Unity doesn't do so by default.

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Re: A small questiont about a common system in games

Post by AbyssDweller » Fri Nov 27, 2015 12:23 am

Pretty sure you posted this in the incorrect place. Anyways as a Unity3d user myself, making such a thing should be quite simple depending on what exactly you are going for. Although I have not made a system like that myself, I would probably try putting a box collider (trigger) as a child on the player and enable all objects within the area and disable them when they are outside the range. Obviously tag them so only certain ones disappear. There are many other ways to go about it if that doesn't work though.

Code: Select all

gameObject.SetActive (true);
Just google enabling objects for more info, I think that will work.

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