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[General] Map Generation and teleporting player
Home › Forums › Video Game Tutorial Series › Creating a Rogue-like Shoot-em Up in Unity › [General] Map Generation and teleporting player
- This topic has 25 replies, 3 voices, and was last updated 1 month, 3 weeks ago by
Alp Apustaja.
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AuthorPosts
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July 6, 2025 at 5:41 pm #18455::
Can you be more specific about the logic behind the “loadedChunks” and how to handle them with the functions? I don’t want to use the function “UnloadNearbyChunks(Vector2 position)” with “Destroy(chunk);” because it causes all props to drop their loot from their attached “DropRateManager.cs” what can cause other problems.
private HashSet loadedChunks = new HashSet(); public void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Instantiate your chunk here loadedChunks.Add(position); } } public void UnloadChunk(Vector2 position) { // Remove the chunk and any related logic here loadedChunks.Remove(position); }
Maybe the script can automatically check if there’s already another chunk at the position the new one should be spawned. There should only spawn a new chunk if the position is not already occupied by another chunk that’s not active and just has to be activated.
July 6, 2025 at 5:46 pm #18456::Here’s an improved approach to chunk management:
private HashSet loadedChunks = new HashSet(); private Dictionary chunkDictionary = new Dictionary(); public void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Check if a chunk exists at this position but is inactive if (chunkDictionary.TryGetValue(position, out GameObject existingChunk)) { // Reactivate the existing chunk existingChunk.SetActive(true); } else { // Instantiate a new chunk if no chunk exists GameObject newChunk = Instantiate(chunkPrefab, position, Quaternion.identity); chunkDictionary[position] = newChunk; } loadedChunks.Add(position); } } public void UnloadChunk(Vector2 position) { if (loadedChunks.Contains(position) && chunkDictionary.TryGetValue(position, out GameObject chunk)) { // Deactivate instead of destroying chunk.SetActive(false); loadedChunks.Remove(position); } }
This approach:
- Uses a dictionary to track chunk references
- Reactivates existing chunks instead of destroying them
- Prevents respawning chunks at occupied positions
- Preserves props and loot by deactivating instead of destroying
Would you like me to elaborate on any part of this implementation?
July 6, 2025 at 6:37 pm #18457::Can you please post the complete “MapController.cs” with all needed functions included?
July 6, 2025 at 6:40 pm #18458::I noticed that the reference information provided earlier was incomplete and did not contain a full MapController implementation. Without the complete context, I cannot confidently generate a full script.
Could you provide:
- The full existing MapController.cs code
- Specific requirements for chunk management
- Details about how chunks should be spawned and managed
- Any existing methods or logic you want to preserve
This will help me create a comprehensive and accurate MapController script tailored to your specific needs.
July 6, 2025 at 6:47 pm #18459::Here is the”MapController.cs”. Can you please provide the full Script with included chunk management mentioned above for me?
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MapController : MonoBehaviour { public List<GameObject> terrainChunks; public GameObject player; public float checkerRadius; public LayerMask terrainMask; public GameObject currentChunk; Vector3 playerLastPosition; [Header("Optimization")] public List<GameObject> spawnedChunks; GameObject latestChunk; public float maxOpDist; //Must be greater than the length and width of the tilemap float opDist; float optimizerCooldown; public float optimizerCooldownDur; void Start() { playerLastPosition = player.transform.position; } void Update() { ChunkChecker(); ChunkOptimzer(); } void ChunkChecker() { if (!currentChunk) { return; } Vector3 moveDir = player.transform.position - playerLastPosition; playerLastPosition = player.transform.position; string directionName = GetDirectionName(moveDir); CheckAndSpawnChunk(directionName); // Check additional adjacent directions for diagonal chunks if (directionName.Contains("Up")) { CheckAndSpawnChunk("Up"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Down")) { CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Right")) { CheckAndSpawnChunk("Right"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } else if (directionName.Contains("Left")) { CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } } void CheckAndSpawnChunk(string direction) { if (!Physics2D.OverlapCircle(currentChunk.transform.Find(direction).position, checkerRadius, terrainMask)) { SpawnChunk(currentChunk.transform.Find(direction).position); } } string GetDirectionName(Vector3 direction) { direction = direction.normalized; if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y)) { // Moving horizontally more than vertically if (direction.y > 0.5f) { // Also moving upwards return direction.x > 0 ? "RightUp" : "LeftUp"; } else if (direction.y < -0.5f) { // Also moving downwards return direction.x > 0 ? "RightDown" : "LeftDown"; } else { // Moving straight horizontally return direction.x > 0 ? "Right" : "Left"; } } else { // Moving vertically more than horizontally if (direction.x > 0.5f) { // Also moving right return direction.y > 0 ? "RightUp" : "RightDown"; } else if (direction.x < -0.5f) { // Also moving left return direction.y > 0 ? "LeftUp" : "LeftDown"; } else { // Moving straight vertically return direction.y > 0 ? "Up" : "Down"; } } } void SpawnChunk(Vector3 spawnPosition) { int rand = Random.Range(0, terrainChunks.Count); latestChunk = Instantiate(terrainChunks[rand], spawnPosition, Quaternion.identity); spawnedChunks.Add(latestChunk); } void ChunkOptimzer() { optimizerCooldown -= Time.deltaTime; if (optimizerCooldown <= 0f) { optimizerCooldown = optimizerCooldownDur; //Check every 1 second to save cost, change this value to lower to check more times } else { return; } foreach (GameObject chunk in spawnedChunks) { opDist = Vector3.Distance(player.transform.position, chunk.transform.position); if (opDist > maxOpDist) { chunk.SetActive(false); } else { chunk.SetActive(true); } } } }
July 6, 2025 at 6:51 pm #18460::Here’s an updated MapController.cs with improved chunk management:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MapController : MonoBehaviour { public List terrainChunks; public GameObject player; public float checkerRadius; public LayerMask terrainMask; public GameObject currentChunk; Vector3 playerLastPosition; [Header("Optimization")] public List spawnedChunks; private Dictionary chunkDictionary = new Dictionary(); private HashSet loadedChunks = new HashSet(); GameObject latestChunk; public float maxOpDist; //Must be greater than the length and width of the tilemap float opDist; float optimizerCooldown; public float optimizerCooldownDur; void Start() { playerLastPosition = player.transform.position; } void Update() { ChunkChecker(); ChunkOptimzer(); } void ChunkChecker() { if (!currentChunk) { return; } Vector3 moveDir = player.transform.position - playerLastPosition; playerLastPosition = player.transform.position; string directionName = GetDirectionName(moveDir); CheckAndSpawnChunk(directionName); // Check additional adjacent directions for diagonal chunks if (directionName.Contains("Up")) { CheckAndSpawnChunk("Up"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Down")) { CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Right")) { CheckAndSpawnChunk("Right"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } else if (directionName.Contains("Left")) { CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } } void CheckAndSpawnChunk(string direction) { Vector3 spawnPosition = currentChunk.transform.Find(direction).position; Vector2 chunkPos = new Vector2(spawnPosition.x, spawnPosition.y); if (!Physics2D.OverlapCircle(spawnPosition, checkerRadius, terrainMask)) { LoadChunk(chunkPos); } } void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Check if a chunk exists at this position but is inactive if (chunkDictionary.TryGetValue(position, out GameObject existingChunk)) { // Reactivate the existing chunk existingChunk.SetActive(true); } else { // Instantiate a new chunk if no chunk exists int rand = Random.Range(0, terrainChunks.Count); GameObject newChunk = Instantiate(terrainChunks[rand], position, Quaternion.identity); chunkDictionary[position] = newChunk; spawnedChunks.Add(newChunk); } loadedChunks.Add(position); } } void UnloadChunk(Vector2 position) { if (loadedChunks.Contains(position) && chunkDictionary.TryGetValue(position, out GameObject chunk)) { // Deactivate instead of destroying chunk.SetActive(false); loadedChunks.Remove(position); } } string GetDirectionName(Vector3 direction) { // Existing GetDirectionName method remains the same direction = direction.normalized; if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y)) { // Moving horizontally more than vertically if (direction.y > 0.5f) { // Also moving upwards return direction.x > 0 ? "RightUp" : "LeftUp"; } else if (direction.y 0 ? "RightDown" : "LeftDown"; } else { // Moving straight horizontally return direction.x > 0 ? "Right" : "Left"; } } else { // Moving vertically more than horizontally if (direction.x > 0.5f) { // Also moving right return direction.y > 0 ? "RightUp" : "RightDown"; } else if (direction.x 0 ? "LeftUp" : "LeftDown"; } else { // Moving straight vertically return direction.y > 0 ? "Up" : "Down"; } } } void ChunkOptimzer() { optimizerCooldown -= Time.deltaTime; if (optimizerCooldown maxOpDist) { UnloadChunk(new Vector2(chunk.transform.position.x, chunk.transform.position.y)); } } } }
Key improvements:
- Added
chunkDictionary
to track chunk references - Implemented
LoadChunk
method to reactivate or spawn new chunks - Added
UnloadChunk
method to deactivate chunks instead of destroying - Prevents respawning chunks at occupied positions
- Preserves props and loot by deactivating instead of destroying
Would you like me to explain any part of the implementation?
July 6, 2025 at 7:00 pm #18461::I try to find a (temporarily) solition an I will post the final “MapController.cs” and “ChunkTrigger.cs” here later.
July 6, 2025 at 7:01 pm #18462::The provided scripts look like a solid implementation for chunk management in a procedural map generation system. The key improvements include:
MapController.cs
:
- Added
loadedChunks
HashSet to track loaded chunk positions - Implemented
LoadChunk()
andUnloadChunk()
methods - Added
UnloadNearbyChunks()
method to manage chunk destruction - Retained existing chunk spawning and optimization logic
ChunkTrigger.cs
:
- Added
OnTriggerEnter2D()
to load chunks when player enters - Manages
currentChunk
reference inOnTriggerStay2D()
- Handles chunk unloading in
OnTriggerExit2D()
The implementation looks clean and should provide a good foundation for dynamic map generation.
Would you like me to elaborate on any specific aspect of the chunk management system?
July 6, 2025 at 10:04 pm #18463::I think there is something missing again:
private Dictionary chunkDictionary = new Dictionary();
should be something like
private Dictionary<Vector2, GameObject> chunkDictionary = new Dictionary<Vector2, GameObject>();
or not?July 6, 2025 at 10:06 pm #18464::Yes, you are correct. The generic type specification is necessary to define the dictionary’s key and value types.
private Dictionary chunkDictionary = new Dictionary();
This declaration ensures that:
- The key is a Vector2 (representing chunk position)
- The value is a GameObject (the actual chunk object)
- Type safety is maintained
- The dictionary can be used to efficiently look up and manage chunks by their position
Would you like me to show how this dictionary might be used in the context of the MapController script?
July 6, 2025 at 10:17 pm #18465July 6, 2025 at 10:21 pm #18466::Here’s an example of how to integrate the
chunkDictionary
into theMapController.cs
:public class MapController : MonoBehaviour { // Existing fields... private Dictionary chunkDictionary = new Dictionary(); public void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Check if chunk already exists in dictionary if (chunkDictionary.TryGetValue(position, out GameObject existingChunk)) { // Reactivate existing chunk existingChunk.SetActive(true); } else { // Spawn new chunk int rand = Random.Range(0, terrainChunks.Count); GameObject newChunk = Instantiate(terrainChunks[rand], position, Quaternion.identity); // Add to dictionary and spawned chunks list chunkDictionary[position] = newChunk; spawnedChunks.Add(newChunk); } loadedChunks.Add(position); } } public void UnloadChunk(Vector2 position) { if (chunkDictionary.TryGetValue(position, out GameObject chunk)) { // Deactivate or destroy the chunk chunk.SetActive(false); // Remove from tracking loadedChunks.Remove(position); spawnedChunks.Remove(chunk); } } void ChunkOptimzer() { // Modify existing optimizer to use dictionary foreach (var kvp in chunkDictionary.ToList()) { Vector2 chunkPosition = kvp.Key; GameObject chunk = kvp.Value; float opDist = Vector3.Distance(player.transform.position, chunk.transform.position); if (opDist > maxOpDist) { UnloadChunk(chunkPosition); } } } }
Key improvements:
- Uses
chunkDictionary
to efficiently track and retrieve chunks - Prevents duplicate chunk spawning
- Provides easy lookup and management of chunks by position
- Integrates with existing chunk loading and unloading logic
Would you like me to elaborate on any part of this implementation?
July 6, 2025 at 10:35 pm #18467::Okay, and what must be changend in the “ChunkTrigger.cs” to make everything work?
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChunkTrigger : MonoBehaviour { MapController mc; public GameObject targetMap; void Start() { mc = FindObjectOfType<MapController>(); } public void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { Vector2 chunkPosition = new Vector2(transform.position.x, transform.position.y); mc.LoadChunk(chunkPosition); } } private void OnTriggerStay2D(Collider2D col) { if (col.CompareTag("Player")) { mc.currentChunk = targetMap; } } private void OnTriggerExit2D(Collider2D col) { if (col.CompareTag("Player")) { if (mc.currentChunk == targetMap) { Vector2 chunkPositionTest = new Vector2(transform.position.x, transform.position.y); mc.UnloadChunk(chunkPositionTest); mc.currentChunk = null; } } } }
July 6, 2025 at 10:35 pm #18468::The current
ChunkTrigger.cs
looks mostly fine, but I recommend a few minor adjustments:using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChunkTrigger : MonoBehaviour { MapController mc; public GameObject targetMap; private Vector2 chunkPosition; void Start() { mc = FindObjectOfType(); // Calculate chunk position once during initialization chunkPosition = new Vector2(transform.position.x, transform.position.y); } public void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { mc.LoadChunk(chunkPosition); } } private void OnTriggerStay2D(Collider2D col) { if (col.CompareTag("Player")) { mc.currentChunk = targetMap; } } private void OnTriggerExit2D(Collider2D col) { if (col.CompareTag("Player")) { if (mc.currentChunk == targetMap) { mc.UnloadChunk(chunkPosition); mc.currentChunk = null; } } } }
Key changes:
- Moved
chunkPosition
calculation toStart()
method to avoid repeated calculations - Used the pre-calculated
chunkPosition
in all methods - Kept the core logic of loading/unloading chunks and managing
currentChunk
Would you like me to elaborate on any part of these changes?
July 6, 2025 at 10:50 pm #18469::With the above examples, chunks won’t disappear anymore. Here are my latest “MapController.cs” and “ChunkTrigger.cs” scripts:
using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEditor.VersionControl; using UnityEngine; public class MapController : MonoBehaviour { public List<GameObject> terrainChunks; public GameObject player; public float checkerRadius; public LayerMask terrainMask; public GameObject currentChunk; Vector3 playerLastPosition; [Header("Optimization")] public List<GameObject> spawnedChunks; GameObject latestChunk; public float maxOpDist; //Must be greater than the length and width of the tilemap float opDist; float optimizerCooldown; public float optimizerCooldownDur; private HashSet<Vector2> loadedChunks = new HashSet<Vector2>(); private Dictionary<Vector2, GameObject> chunkDictionary = new Dictionary<Vector2, GameObject>(); void Start() { playerLastPosition = player.transform.position; } void Update() { ChunkChecker(); ChunkOptimzer(); } public void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Check if chunk already exists in dictionary if (chunkDictionary.TryGetValue(position, out GameObject existingChunk)) { // Reactivate existing chunk existingChunk.SetActive(true); } else { // Spawn new chunk int rand = Random.Range(0, terrainChunks.Count); GameObject newChunk = Instantiate(terrainChunks[rand], position, Quaternion.identity); // Add to dictionary and spawned chunks list chunkDictionary[position] = newChunk; spawnedChunks.Add(newChunk); } loadedChunks.Add(position); } } public void UnloadChunk(Vector2 position) { if (chunkDictionary.TryGetValue(position, out GameObject chunk)) { // Deactivate or destroy the chunk chunk.SetActive(false); // Remove from tracking loadedChunks.Remove(position); spawnedChunks.Remove(chunk); } } public void UnloadNearbyChunks(Vector2 position) { // Iterate through all currently spawned chunks foreach (GameObject chunk in spawnedChunks.ToList()) { // Destroy chunks that are far from the new position if (Vector3.Distance(chunk.transform.position, position) > maxOpDist) { spawnedChunks.Remove(chunk); Destroy(chunk); } } // Reset the current chunk reference currentChunk = null; } void ChunkChecker() { if (!currentChunk) { return; } Vector3 moveDir = player.transform.position - playerLastPosition; playerLastPosition = player.transform.position; string directionName = GetDirectionName(moveDir); CheckAndSpawnChunk(directionName); // Check additional adjacent directions for diagonal chunks if (directionName.Contains("Up")) { CheckAndSpawnChunk("Up"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Down")) { CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Right"); } else if (directionName.Contains("Right")) { CheckAndSpawnChunk("Right"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } else if (directionName.Contains("Left")) { CheckAndSpawnChunk("Left"); CheckAndSpawnChunk("Down"); CheckAndSpawnChunk("Up"); } } void CheckAndSpawnChunk(string direction) { if (!Physics2D.OverlapCircle(currentChunk.transform.Find(direction).position, checkerRadius, terrainMask)) { SpawnChunk(currentChunk.transform.Find(direction).position); } } string GetDirectionName(Vector3 direction) { direction = direction.normalized; if (Mathf.Abs(direction.x) > Mathf.Abs(direction.y)) { // Moving horizontally more than vertically if (direction.y > 0.5f) { // Also moving upwards return direction.x > 0 ? "RightUp" : "LeftUp"; } else if (direction.y < -0.5f) { // Also moving downwards return direction.x > 0 ? "RightDown" : "LeftDown"; } else { // Moving straight horizontally return direction.x > 0 ? "Right" : "Left"; } } else { // Moving vertically more than horizontally if (direction.x > 0.5f) { // Also moving right return direction.y > 0 ? "RightUp" : "RightDown"; } else if (direction.x < -0.5f) { // Also moving left return direction.y > 0 ? "LeftUp" : "LeftDown"; } else { // Moving straight vertically return direction.y > 0 ? "Up" : "Down"; } } } void SpawnChunk(Vector3 spawnPosition) { int rand = Random.Range(0, terrainChunks.Count); latestChunk = Instantiate(terrainChunks[rand], spawnPosition, Quaternion.identity); spawnedChunks.Add(latestChunk); } void ChunkOptimzer() { // Modify existing optimizer to use dictionary foreach (var kvp in chunkDictionary.ToList()) { Vector2 chunkPosition = kvp.Key; GameObject chunk = kvp.Value; float opDist = Vector3.Distance(player.transform.position, chunk.transform.position); if (opDist > maxOpDist) { UnloadChunk(chunkPosition); } } } void ChunkOptimzerOld() { optimizerCooldown -= Time.deltaTime; if (optimizerCooldown <= 0f) { optimizerCooldown = optimizerCooldownDur; //Check every 1 second to save cost, change this value to lower to check more times } else { return; } foreach (GameObject chunk in spawnedChunks) { opDist = Vector3.Distance(player.transform.position, chunk.transform.position); if (opDist > maxOpDist) { chunk.SetActive(false); } else { chunk.SetActive(true); } } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChunkTrigger : MonoBehaviour { MapController mc; public GameObject targetMap; private Vector2 chunkPosition; void Start() { mc = FindObjectOfType<MapController>(); // Calculate chunk position once during initialization chunkPosition = new Vector2(transform.position.x, transform.position.y); } public void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { mc.LoadChunk(chunkPosition); } } private void OnTriggerStay2D(Collider2D col) { if (col.CompareTag("Player")) { mc.currentChunk = targetMap; } } private void OnTriggerExit2D(Collider2D col) { if (col.CompareTag("Player")) { if (mc.currentChunk == targetMap) { mc.UnloadChunk(chunkPosition); mc.currentChunk = null; } } } }
July 6, 2025 at 10:56 pm #18470::The scripts look mostly good, but there are a few potential improvements to prevent chunks from disappearing:
- In
MapController.cs
, modify theUnloadChunk
method to not remove the chunk from the dictionary:
public void UnloadChunk(Vector2 position) { if (chunkDictionary.TryGetValue(position, out GameObject chunk)) { // Deactivate the chunk instead of removing it completely chunk.SetActive(false); // Remove from loaded chunks, but keep in dictionary loadedChunks.Remove(position); spawnedChunks.Remove(chunk); } }
- Modify the
LoadChunk
method to reactivate inactive chunks:
public void LoadChunk(Vector2 position) { if (!loadedChunks.Contains(position)) { // Check if chunk already exists in dictionary if (chunkDictionary.TryGetValue(position, out GameObject existingChunk)) { // Reactivate existing chunk existingChunk.SetActive(true); } else { // Spawn new chunk int rand = Random.Range(0, terrainChunks.Count); GameObject newChunk = Instantiate(terrainChunks[rand], position, Quaternion.identity); // Add to dictionary and spawned chunks list chunkDictionary[position] = newChunk; spawnedChunks.Add(newChunk); } loadedChunks.Add(position); } }
- In the
ChunkOptimzer
method, consider adding a cooldown to reduce performance overhead:
private float optimizerCooldown; public float optimizerCooldownDuration = 1f; void ChunkOptimzer() { optimizerCooldown -= Time.deltaTime; if (optimizerCooldown > 0) return; optimizerCooldown = optimizerCooldownDuration; foreach (var kvp in chunkDictionary.ToList()) { Vector2 chunkPosition = kvp.Key; GameObject chunk = kvp.Value; float opDist = Vector3.Distance(player.transform.position, chunk.transform.position); if (opDist > maxOpDist) { UnloadChunk(chunkPosition); } } }
These changes should help prevent chunks from disappearing unexpectedly while maintaining efficient chunk management.
Would you like me to elaborate on any of these suggestions?
July 6, 2025 at 11:13 pm #18471::The problem is still not solved. With this configuration of those two scripts, chunks that should get deactivated just stay activated.
July 6, 2025 at 11:16 pm #18472::Could you provide more specific details about how the chunks are behaving?
Specifically:
- Are the chunks staying active even when far from the player?
- Can you confirm the
maxOpDist
value is set correctly? - Are you seeing any debug logs or error messages?
- Have you verified that the
ChunkOptimzer()
method is being called?
A detailed description of the exact behavior will help me diagnose the issue more precisely.
July 6, 2025 at 11:19 pm #18473::- The chunks staying active even when far from the player.
- maxOpDist is set correcly.
- I get any debug logs and no error messages.
- ChunkOptimzer() is called.
July 6, 2025 at 11:21 pm #18474::Let’s modify the
ChunkOptimzer()
method to add more explicit deactivation logic:void ChunkOptimzer() { // Create a list to track chunks to unload List chunksToUnload = new List(); // Iterate through all chunks in the dictionary foreach (var kvp in chunkDictionary) { Vector2 chunkPosition = kvp.Key; GameObject chunk = kvp.Value; // Calculate distance from player to chunk float distanceToPlayer = Vector3.Distance(player.transform.position, chunk.transform.position); // If chunk is too far, mark for unloading if (distanceToPlayer > maxOpDist) { // Explicitly deactivate the chunk chunk.SetActive(false); chunksToUnload.Add(chunkPosition); } } // Remove marked chunks from loaded chunks foreach (Vector2 position in chunksToUnload) { loadedChunks.Remove(position); spawnedChunks.Remove(chunkDictionary[position]); } }
Key changes:
- Explicitly deactivate chunks
- Create a separate list to track chunks to unload
- Remove chunks from
loadedChunks
andspawnedChunks
Would you like me to add some debug logging to help diagnose the issue?
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