My team is hard at work creating an adventure game set in a large, 3 square-mile open environment.
Using Unity 5, we split around 40 big terrains into 10K smaller, more “streamable” chunks.
It works quite well, with terrain instatiation not taking too long, around 1 ms to be precise. The problem is that one Unity function is taking A LOT of CPU time, around 50 ms on my Intel i5. The function is called Loading.PersistentManager and I really don’t know what it does.
I have read two threads on the matter, but no one seems to know anything about it and how to reduce its impact on the machine.
Any loading/streaming guru out there who could help?