I’m trying to make my world as seamless as possible. I’m using this asset: https://www.assetstore.unity3d.com/en/#!/content/38168 which uses application.loadleveladditiveasync. I have a minimum of three and a maximum of eight 500x500 scenes loaded at one time. I made the grid graph 1500x1500 and I was going to shift the graph 500 units on x or z and rescan a new area when the player reaches a certain point. For example, the graph starts at 0,0,0. When the player walks to 1000,0,0, the scene that contained the 0,0,0 grid graph will be unloaded. At that exact point, I plan to shift the grid graph to 500,0,0 and rescan. I can’t imagine pulling this off ‘seamlessly’ though. I’m sure they’ll be some serious hiccuping as it rescans another 1500x1500 region.
So I’m looking for some advice about how to use a grid graph in a seamless, open world game. Is it even possible? Navmesh is not an option as I’ll be chopping down trees, placing buildings etc. so I need to update the graph.