The Export Mode defines how your region content is received by your visitors; all at once before they log in, or progressively after they arrive.
Single scene delivers the entire region to the user as a single file which downloads before their avatar spawns. For regions with download sizes up to 100 mb, Single scene is likely to be an acceptable download time for your visitors. Recommended sizes are around 30-50mb.
Multi bundle is a form of dynamic loading control (content streaming). It splits your scene into smaller components that are streamed to the visitor progressively.
The multi bundle algorithm examines every root object in your scene and compares each with every other root object. It then bundles objects where there is more than 40 kbytes of overlap in shared data between them. These will be delivered to the client together.
How you group into root objects has a big factor on how we create bundles; for instance grouping all vegetation or grouping one particular building where users will arrive is a good practice.
Too many bundles (i.e. hundreds) will cause brief stuttering for the user while they are unpacking after loading. A reasonable target is 20 – 30 bundles. You can control this through the number of root objects in your scene when uploading.
Note on inter-object links: Inter-object links between objects loaded at different times may break in this export mode - if objects are linked together (e.g. proximity components) make sure they have the same root object
Requiring elements before scene is entered
When you are using Multi bundle mode you need to select one item in your scene, usually the terrain, and add a component to it called Manual Loading Control or Dynamic Loading Control. Then tick Required Download. This will ensure that the item is sent to the user before their avatar spawns. Without this there is a risk users will arrive and drop through space before your scene loads above their heads.
Additive scenes is a Unity utility that allows you to organise a single region into multiple scenes. You can manually split content, creating a root scene containing occlusion, lightmap and navigation data, with additional scenes loading the content progressively. You will need Unity 5 multi scene tools to manually set this up. You should have your 'Scene Save Settings' in your root scene when packaging for upload - additionally the currently active scene at time of upload, is treated as the root scene.
For more information, see;
If your guest's device has less memory (RAM) than this, they will be given a performance warning when entering the region. This mostly affects clients logging in via WebGL or Mobile.
The world map allows users to search and browse regions. The Preview Image you supply will be used as a background to preview your region in the World Map. It will also be used as the background while the region itself is loading.
- Preview image
The image you provide should be a .jpeg file. A 2:1 aspect ratio is recommended. Because the image is stretched to fit different screens it will distort slightly for some users.
- Loading logo
The Loading Logo Image appears on top of the Preview Image and is not stretched, allowing you to present your brand logo or a region specific title without distortion.
The image you supply should be a .png file with 512x256 dimensions. When you import the .png file, ensure the Alpha is Transparency box is ticked;
You can assign a unique sub domain for each of your regions, which you can share with guests who can walk directly into your space from their browser.
In the editor you can reserve your region name.
Once the region is published you can then teleport directly to the staging server version (Creator) or the live public server version (Live).
To "publish" a region : Virtual Good Component > Upload > Ready to publish? button which open your Curator Page where you press "Send To Review".