Streamed sections¶
Note
These entities come with the Gameplay entities pack, see Installing and customizing.
Entities for playing several maps as one world with no loading screen. Each map is a section, and sections meet in a connector room that both maps hold an identical copy of. Streaming sections walks through setting it up.
info_landmark¶
The shared point of a connector room. Put one in the middle of the room, with the same name in both copies. When the next section comes in, it is placed so its landmark lands exactly where the old one was.
- Keys:
targetname
func_section_stream¶
One half of a connector room, an invisible volume. While the player stands in it, the section it names is the one loaded. A connector needs two, one per side, and the line where they meet is where the sections swap, so put it where neither end of the room can be seen, for example in the middle of a Z shaped corridor.
- Keys:
section(the section on this side: its scene path, likeres://levels/pools_2.tscn, or a name found in the streamer'ssections_dir),landmark(thetargetnameof the room'sinfo_landmark)
TDSectionStreamer¶
Not an entity but the node that runs the streaming. Add it to your world scene and set:
| Property | What it is |
|---|---|
first_section |
The section the game starts in, a scene path or a name |
sections_dir |
Folder short names are found in, as name.tscn or name.scn |
player_scene |
The player to spawn at the first section's info_player_start |
player_path |
Or a player already in the scene. With neither, the first node in the player group a section brings is kept |
recenter_distance |
Meters a loop of sections may drift from the origin before the whole world moves back, 8000 |
It emits section_changed(from, to) after every swap.