world_streaming

This scene is a big map streamed in cells: the objects live in one scene file per cell (c__.ttrscene in the cells folder) and load around the camera and the player, leaving again behind them. The scene keeps what is always there (sky, sea, land, the player). Make the cells from a whole map with stream_split; watch them with stream_status.

In scene text

world_streaming { cells "…"  cell_size 1  origin_x 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 14

FieldTypeUnit / rangeWhat it does
cellstext—The cells' folder in the project, like "Scenes/OC_Map.cells".
cell_sizenumberm, 16 … 4096Each cell's side.
origin_xnumbermThe grid's lowest x (cell 0, 0 starts there).
origin_znumbermThe grid's lowest z.
columnsnumber1 … 256Cells along x.
rowsnumber1 … 256Cells along z.
load_radiusnumberm, 16 … 50Cells this near the camera or the player load.
unload_radiusnumberm, 16 … 50Cells farther than this go (keep it above load_radius).
budgetnumber1 … 100Objects entering or leaving the world per frame.
look_aheadnumbers, 0 … 30Travel time ahead to load (fast cars and planes).
in_editortrue / false—Stream while editing too (fly over the map).
show_gridtrue / false—Draw the cell grid on the ground, coloured by state.
stand_instext—The cells' far stand-ins, a folder under Assets (stream_build_hlod writes it); empty: none.
far_radiusnumberm, 0 … 100Stand-ins show out to here while their cell isn't loaded (0: never).
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