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Avencherus said:
In the context of a runner game my best guess is you mean that you have some sort of landmark to tell the game to start loading what's up ahead. <br>
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That's the idea and I think this can be applied to other games, that limit the view distance by the size of the viewport, like top-down, isometric, side-scroller, etc.<br><br>For the simplicity I take a top-down dungeon crawler as an example.<br><br>You need one scene, we call it 'word', to instanciate the scenes (we call them 'chunks') your world is made of.<br>Each chunk as one VisibilityNotifier(2D) (abrv. as VN) and a unique name.<br>When the games starts, you load the chunk the player is in, and 1 chunk in all directions the player can possibly go.<br>When the player moves in one direction, he'll eventually reach the point where one VN enters the viewport/camera, and triggers adding 1 more chunk in the direction the player is heading and removing one chunk in the direction the player is coming from. <br><br><br> I suggest you use a coordinatish naming convention. Like Chunk_X-Y where X and Y are integers. The chunk the player is, when the game starts would be Chunk_0-0, Chunks to the right of the player would be Chunk_0+N-0, chunks to the top of the player would be Chunk_0-0-N, etc.<br>If you keep track of the chunk the player is currently in, it's pretty easy to tell where he's going and where he's coming from.<br><br>Hope that helps, if something's not clear, please ask :)<br><br><br> <br><br><br><br>