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Upgrading - Active Grids

The Active Grid retains the same name within SAM, however you will need to recreate the component using the new Deep Space Labs component creation path. Do note that it is recommended to simply use the game object quick creation option, which will create all basic components you need to get started with SAM. To do so, simply choose GameObject -> Create Other -> Deep Space Labs -> SAM -> Default SAM Setup, either via the top Unity menu bar or by right clicking in the Scene Hierarchy.

Alternatively, if you want to only create a new Active Grid component and nothing else, that information is provided below.

Creating An Active Grid Component

You can add this component by selecting a game object and then selecting from the Top Menu Bar:

Component -> Deep Space Labs -> -> SAM -> Primary Components -> Active Grid

Adding An Active Grid Component From The Top Menu Bar GIF

or by selecting a game object and using the Add Component menu via its inspector:

Component -> Deep Space Labs -> -> SAM -> Primary Components -> Active Grid

Adding An Active Grid Component From Add Component Menu GIF

Changes

The Active Grid still serves the same role as before (determining which cells should be loaded based on the player's position), however it has been improved to support multiple World Groupings. As such, each Active Grid is in truth no longer a single grid, but rather a combination of grids, each with separate properties and settings operating in response to the same Player object.

In addition, the Streamable Assets Manager introduces Loading Blueprints and Patterns, which the Active Grid makes use of in order to give you unparalleled control over what cells are loaded at any given time. You will need to create a Loading Blueprint Repository and assign it to your new Active Grid, so it's a good idea to explore the Loading Blueprints Chapter after upgrading your Active Grid.

Want To Learn About Loading Blueprints?

Any settings not mentioned in this Section have been retained and can be copied over from the old script to the new script, unless the field is a Component that also needs to be recreated (such as the Boundary Monitor or Player Mover). Please refer to the Sections for each Component found within the Upgrading Chapter for instructions on how to update these components. Once updated, you can assign the Components to the fields of the same name on the new Active Grid Component.

Grid ID -> Active Grid ID

The ID assigned to the Active Grid. Serves the same purpose even though the name is slightly different.

Player -> Player Settings

The options for setting a Player object have been expanded beyond simply setting a Transform, however for now, you can set the Player Type to Transform Player and assign the same Transform used with the old script to the Player Transform field.

If you wish to learn about the new options, take a look at the Active Grids Chapter.

Active Grid Type & Grid Dimensions -> Loading Blueprints

The makeup of the Active Grid (i.e., the collection of active cells) is now determined by the Loading Blueprint used by each Active Grid Grouping. As such, this setting has been removed. You still have the option of using a ring based grid or sectioned grid, however these are set via Loading Blueprints using the Loading Blueprint Editor, a tool that allows you to visualize and edit the loading blueprints/patterns with ease.

Index Of First Cell In Grid -> Removed

These settings were previously only used when no Player transform was assigned. A Player object is now always required, therefore these settings are no longer necessary.

Cell Objects Enabled -> Update World

This setting has changed names and is also now set separately for each Active Grid Grouping. Since you will likely only have a single Grouping at this point, you can set the Update World setting on Grouping 1 to whatever value you have set for Cell Objects Enabled.

Monitor Inner Area Boundaries When Synced -> Enable Auto Tracking

This setting has changed names and is also now set separately for each Active Grid Grouping. Since you will likely only have a single Grouping at this point, you can set the Enable Auto Tracking setting on Grouping 1 to whatever value you have set for Monitor Inner Area Boundaries When Synced.

Allow Grid To Force World Shifts -> Allow Grid To Re-Center World

The name of the setting has changed, however its functionality remains the same and so you can copy it over exactly.

New Settings/Features

For a full breakdown of new settings and features that can be found on the Active Grid, please take a look at the Active Grids Chapter.

Active Grids