EntitiesSamples/Assets/Streaming/SceneManagement/README.md
NOTE: In these samples, opening and closing the subscene while in playmode may trigger errors. You should enter playmode with the subscenes closed.
This sample shows how to load/unload scenes.
This sample has a UI for loading scenes and their sections.
This sample shows how to load/unload sections from a scene.
This sample demonstrates how entities in one section can or cannot reference another.
This sample shows how to add metadata to section entities.
This sample uses custom volumes to trigger loading and unloading of subscenes. Move the player capsule with the "WASD" keys. The subscenes are loaded and unload as the player enters and leaves the volumes.
This sample shows how to instantiate a scene multiple times using a PostLoadCommandBuffer and the ProcessAfterLoad system.
This sample streams tiles based on the player position with a basic LOD solution. Move the player with the "WASD" keys. Tiles will load and unload based on their distance to the player, and tiles closer to the player will switch to a higher LOD level:
TileLOD component of the ground quad defines the distances at which each LOD level is loaded. During baking, the TileLODBakingSystem stores this information in the TileLODRange component on each section entity. At runtime, the TileLoadingSystem loads and unloads the tiles based on these loading and unloading distances.TileDistanceSystem finds the distance between each tile and the closest relevant entity.TileLODSystem loads and unloads the sections based on the LOD distances to the closest relevant entity.Note that we can have more than one Relevant entity. Here we see the effect of having two separate Relevant entities: