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forum topic indicator Scene Best Practices
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nightowljrm
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2024-07-23 04:31:10

Hello! I have what I feel to be a pretty big foundational question.

What are the best practices for managing scenes? For example, I have variables that are set at the scene level for experience, equipment, etc. I would assume creating an empty scene that you export then import whenever you want to create a new scene is the best bet?

Same goes for the player character, I assume the best bet is to create it as a prefab and import it into every scene. That does beg the question though, if you make any major changes, you'll have to update every scene.

How do people handle this? Right now I'm thinking I'll just use a test scene for literally everything and then when I'm done, start exporting things as prefab and import them into new scenes, then start designing areas/levels.

Thoughts?

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Guest
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2024-07-23 05:14:41

What I do is use folders, make visible/invisible, scale to 0, position, clone, etc ... in a single scene to give the appearance of multiple scenes. I fade the screen or use a 2D Overlay for "scene" transitions, but I am really just hiding/unhiding stuff. One of my favorite weird things to do is put a random crate in the scene. Inside that crate I store/parent all my game stuff, meshes, empty nodes with textures on them, sound nodes, etc. You can hide the crate under the level or way above it and make it invisible, etc. Tons of ways to go about it. This requires a basic understanding of the JS API to make your life easier. There's a few quirks about CC's scene system that make using it annoying for me. You can't change the background color of the sky in a new scene. It will remain the same color as the old scene. I don't think you can change any of the root node properties in new scenes. It's been some time since I messed with them, but that is what I recall. You're on the right track about the test scene, but I would just make it so I can stage everything in that scene and cut down on having to juggle more than one.

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Guest
Guest
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2024-07-23 05:17:36

Also note that turning something invisible doesn't stop the player from colliding with it, so that is why you need to scale it down to 0.

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nightowljrm
Registered User
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2024-07-25 04:26:07

You can only have one instance of terrain per scene, correct? So do you just use planes and meshes for your landscape?

I'm thinking I'll just have a parent test scene and continue to update prefabs as needed. Especially since I think it'll be best for me to have multiple scenes to save on resources.

Wouldn't having a lot of even invisible objects take a lot of memory?

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Guest
Guest
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2024-07-25 05:04:21

You can have multiple terrains by using a trick where you use the scripting window in the editor to parent the terrain to another node. I don't do that, but it can be done. I prefer to make my level in modular pieces in Blender. The thing with terrains (models in general) is you shouldn't make one giant one that is like 20,000 polys or more. The reason is because CC culls what is not in the view of the camera, so you will kill your performance because that giant terrain never leaves the viewport. This also means stuff you parent to the terrain will be shown as well - always! Setting things invisible is good for resources. Especially textures resources. There's no one way to do things, but I prefer it my way. Good luck with your game!

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nightowljrm
Registered User
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2024-07-25 21:15:07

That makes sense!


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