Loading Scenes In A Large Multiplayer World (Unity) - Pt. 1
In this episode we create our "World Location" functionality. This will be a scriptable object that will house all of the scenes required for this particular location, along with the other locations that need to be loaded whilst this location is loaded.
We also create our "World Scene Manager", which will handle loading and unloading scenes via the Network Scene Manager. We then create our "World Location Manager" which will keep track of each location and whichever players are currently within their bounds.
Lastly we also create the "Player" and a script to trigger scene changes when a player enters the bounds of its collider.
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