Friday, June 17, 2022
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unity – Datatype for procedural terrain generator


I am making a sort of infinite runner model engine. It generates the terrain in chunks every time a milestone is reached, and shops every chunk as a customized class in a listing.

To reduce overhead, it solely instantiates required chunks as sport objects, however retains the information to re-instantiate one.

Clearly the record will preserve getting bigger the longer the participant is ready to survive. Nevertheless I would like the flexibility to go backwards, so I do not need to destroy the chunks, however I additionally don’t desire preserve doubtlessly lots of of them in ram.

I might regenerate them when going backwards however that may contain rejigging the entire seed system.

Is there a succinct method to serialize unused parts within the record to disk when not wanted?

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