Hello, I would like to implement this feature into our game.
At 5:35, player interacted with NPC to trigger the quest. The player was isolated to fight the boss or play mini-game. After finishing the objective, the player was transferred back as you can see at around 8:56
I intend to use additive scene. For network, I can control the visibility of player. For physics, I will use PhysicsScene.Simulate to handle physics for each additive scene. But the problem is that I’m using navigate mesh for AI. Unity cannot separate navigate mesh from each additive scene. If many players are doing same quest at the same time then monsters navigate mesh will try to avoid other monsters from other additive scene on the server side. So, I’d like to ask that can this asset support this setup?