
You can't do that, and it's not a Unity thing, though engines are broadly getting better at it in general.Įarly on in a game's development you'll want to figure out where it's going to tax your target platforms most, then design your own systems to optimise for those cases. The catch is that, as others have alluded to, we're not just dumping "very big" amounts of stuff into Unity's general purpose systems and hoping it'll just play nice. I'm doing "very big" stuff in my game and none of those are causing issues. Even AAA studios struggle with this, hiring dozens of people to make millions of art assets, cut- scenes, and scripted events- all to end-up with a game that players call "boring" and "pointless" and "Once you get past the initially-impressive presentation, you quickly find that there's really nothing interesting to do".Īsking "What engine was made with? -because I want to make a similar game all by myself." is sort of like asking "Which stone did the ancient Egyptians use to build the pyramids?" thinking that limestone is going to make it easier somehow.Ĭlick to expand.How much game dev have you done in the past?

Now you have to make the actual content, which.is even more difficult.

But say you find a suitable engine that specializes in large open worlds. Would Unreal Engine help at all? I've never used it so I don't know. I don't know how useful they are, though, since I've never tried to make a big open-world project on my own. There are some tools on the Asset Store that might help.

There are some features that accommodate creating your own system (like additive scene loading) but you still have the bulk to do on your own. Some games with huge, open worlds were made with Unity (like Subnautica, Kerbal Space Program) but in every case it was because the developers built their own technology to handle their own specific needs. Unity doesn't have any built-in system for handling huge, open worlds.
