Perhaps Unity friendly as I'm destroying game objects... but I'm not saving each level as a scene.
If you can imagine, my game has sub-levels which can be anything from a scrolling level of width 128 tiles, to a fixed level of 20 odd tiles (for a room or small level).
Essentially, my game is not linear left to right, but levels with exits left, right, up and down. This requires a grid of data I want to call from. Also I'm automating a function where one level leads to another. I don't want them as seperate scenes because I'd have hundreds eventually.
Also... thinking in terms of what stays constant throughout a game visually, scoreboard, other onscreen items. That's not mentioning all the constant things in a game that will effectively cut-off and reinitialised when changing scene.
I don't think I'm wrong about this
at least in my approach:
- Play is paused, game camera graphics will fade out
- The rendered level will be destroyed
- Tile Map data is changed
- The scene renders the tiles
- Fade in the game window, play resumes
Otherwise I'm practically unloading the game engine I have built and loading everything all over again.
I hope you understand the need for changing level data within one scene, thus "on-the-fly". Therefore you would need functions to build a level. If I cannot do this, I'd have a lot less options.