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KevinJardine
Honored Contributor
April 12, 2025
Solved

Sublevels

I have a world where a team with one designated captain get in a starship and travel to a star station. They can choose one of multiple star stations each at a different star.

I have coded one star station and it takes up about 2.5 Gb. Now most of the star stations share textures and other resources, but still I am looking into some world or asset streaming way to split this up.

If I choose the sublevel approach does that mean that everyone in my world must be in the same sublevel? Ideally I'd like it to be possible for different teams to choose different star stations.

SeeingBlue
Honored Contributor
April 14, 2025

In the sense that world streaming will allow you to load and unload static portions of your world, yes. This means you can remove parts that aren't being used and recover resources. Asset spawning will allow you to do the same with dynamic parts of your world.

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5 replies

KevinJardine
Honored Contributor
April 12, 2025

A supplemental question: suppose two teams choose the same star station . Does the sublevel approach let me spin up two copies of the same sublevel?

SeeingBlue
Honored Contributor
April 12, 2025

Subleveling allows you to preload, activate, hide, and unload static maps to manage your resources. You can load duplicate sublevels if you need, or load two different sublevels simultaneously as long as your world is still performant.

https://developers.meta.com/horizon-worlds/learn/documentation/mhcp-program/community-tutorials/creator-manual#sublevels

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KevinJardine
Honored Contributor
April 12, 2025

Sounds encouraging but will it really fix my original problem? I am trying to reduce my world memory consumption. How would I use sublevels to do that? Your answer seems a bit unclear on that.