Emit arbitrary element from dreamiverse?
I am developing a game that uses many different elements that are going to be emitted, and it would be nice if I didn’t have to have them all loaded in somewhere in the scene in order to save on the thermometer. Is this possible?
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Edit: a better question is, do objects not yet emitted take up thermometer space?
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As far as I know, no, it isnt. I'm pretty sure Dreams temporarily downloads the necessary data prior to starting the scene, so it can't pull an asset that hasn't already been downloaded by the user (and obviously it can't just download everything in the Dreamiverse).
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Hi,
objects you emit need to exist in the level so they're loaded into memory already.
But that is cheaper than having 100 versions in there already, as in only when you start emitting do they cost more than 1.
John -
How do procedural creations impact this? Let's say I have a modular house and have a grid of tags laid out, each representing one house. I then emit these houses when I get close enough to a tag and broadcast the exact parameters with it (as I don't want randomization for this example).
Will any subsequent emissions be as costly as the entirety of the modular asset in the emitter? Or will this incur additional costs and treat every building as unique, thus capping very soon?
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