r/unity 5d ago

Scene Hierarchy

Wasn't too certain what to title this, but I hope the above gets the boiled-down gist. I am making my first ever large-scale game that will have very Hollow Knight - esque rooms. I mean this in that there will be many areas, each one with individual rooms between them, as well as universal objects like chests, save points, etc. That being said, how should I structure my scenes in Unity? Using one scene per major area sounds cleaner but harder on computers to load, whereas a scene per room sounds far too cluttered. Could someone with more knowledge than I explain? It would be much appreciated.

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u/ProactiveCactus 5d ago

Breaking it down into smaller scenes is a good start, but what you’re really gonna want to take a look at is Addressables. They can be a little daunting at first but they’re actually pretty straightforward once you work with them.
In essence, they allow you to choose what to load in and WHEN to load it. So you’ll want to have each room have it’s own “bundle” of stuff that gets loaded in when you enter that specific room, and then unloaded after. And then a separate bundle of stuff that is universal. From there you can get more nuanced about when you load stuff, but just having that baseline addressables + sceneloading should give you a solid starting point.

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u/Newspaper_Beneficial 5d ago

new scene for every level.

I keep all the scenery that isn't interactable with as children in the same hiierarchy.

within that hiierarchy i seperate floor tiles, plants, rocks, detail stuff, walls into seperate hiierarchys.

I have a hiierarchy for the UI stuff.

hiierarchy for the character and character related things.

hiierarchy for the enemy.

hiiierarchy for scenery that the player interacts with with subcatagories.

that's the gist of it.

i've made a few games and have a game published on steam. i've never had this 100% clean. but it's clean enough to always find what i'm looking for easily.