Streaming big maps

Large outdoor maps can hide their visuals by distance, so a map costs what the player can see rather than everything it contains. Select nothing so the Inspector shows worldspawn, then set:

Key Default Meaning
chunk_streaming 0 Set to 1 to add a GodotTrenchStreamer on the next build
chunk_size 2048 Cell size in map units
load_radius 8192 How far from the camera cells stay visible, in map units

Streaming only hides meshes. Collision and scripts keep running everywhere, so it saves rendering cost, not physics or logic. It follows the viewport's current camera, or an info_player_start while there is no camera, and only runs in the game, so the Godot editor always shows the whole map. Overlays and anything under a moving entity, like a door or a train, are never hidden.

The streamer emits area_loaded(key, bounds) and area_unloaded(key, bounds) as cells come and go, so you can stream your own content alongside:

streamer.area_loaded.connect(func(key, bounds): spawn_wildlife(bounds))

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