Hey all! I’m working on a system where I can basically hide and render things based on regions. https://cdn.discordapp.com/attachments/766837408494256152/1042008829044457502/RobloxStudioBeta_TqLejGtm5t.mp4
I want to be able to hide things and fade them in based on the distance the player is from the region, then fade the entire region in at once or get as close to that as possible.
I am considering maybe making parts near the entrance fade in, then once they’ve fully rendered set the rest of the map as visible all at once. I would like to avoid this if possible in order to have as smooth a transition as possible in all situations.
Has anyone had experience with mass-fading objects? Any recommendations or resources for me to check out to pull off this effect without impacting performance too much?
Hmm yeah, kind of like how grand piece just has islands be made out of giant blocks until you get close enough to them. I’d be concerned about it taking too much time to set up and the limitations it’d bring up, though.
Would it maybe be possible to create some sort of artificial fog around the character instead of the camera? That way we can hide areas being loaded with fog and the players can’t just zoom their camera out to see it pop in
Edit: Could have regular fog, judge distance away from player and fade in a black gui covering the entire screen when you zoom out too far…
Most of the time, I rely on ROBLOX streaming opportunistic for external details. I tried creating a system where parts get culled to replicated storage based on the player camera view. It works as expected, but the performance was worse than it should be. However, I hide all interiors to replicated storage and parent them back when a player enters that house.
For this project objects need to be hidden when you’re in a different region for artistic purposes- I want it to feel like you’re entering a different world. So it’s not really about optimization but rather about style. I have turned on streamingenabled, though.
There’s a property of an Atmosphere that basically does exactly what you’re saying, and it even looks better. I think it’s the Density of an Atmosphere. You should play around with it and see if it works for you!
I’ve been looking at various different approaches and I think something along the lines of making the game as dark as possible and adding a light around the player would be a good compromise.
Is there any way to get some sort of a volume light where the area inside a sphere is fully lit up? Putting a light in the player’s humanoidrootpart leads to them looking like they have a flashlight stuck under their chin
I’m currently using fog as a placeholder, it’s not ideal since it follows the camera instead of the player, but maps are rendered based on how close your player is to it.
What do you mean by lights being limited to 60 studs away?