As you can tell from the title, porting still continues from Godot.
I’ve gotten all the networking and steam integration code ported over, and just recently got zone management working inside Unity. The porting is going well so far and Unity has been quite easy to work with.
In my last post I mentioned how Unity has no notion of separate worlds with their own objects like Godot does. Porting my code that dealt with separate zone scenes had to be re-worked.
What I ended up doing was sectioning up the Unity game world into chunks of 2000 unit length squares, and associated each one with a 3D index. Each time I wanted to instantiate a zone I would grab one of these chunks that wasn’t being used and load all that zone’s data into it. When a player is teleported to a zone I grab the world zone index of that zone and get the world offset and translate their destination location by that amount and everything works out. It took a while to get asynchronous loading of the zones in Unity down but I have a good feel for how scene management works in Unity now.
Next, I’m finishing up porting the work on the floor generation for tower floors. It also similar to the zones needed a complete rework because in Godot I took advantage of the separate worlds to make each room in a floor it’s own Godot World and teleported players between them.
Now I’m actually placing the rooms next to each other and the player can physically walk between rooms in a floor instead of teleporting. I’ll be posting about that solution in the future.
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