Hi folks! I've expanded my game world recently to a much larger open world composed of islands created as tiled Unity terrains in Terrain Composer. 9km x 9km is the size of my "home island" for instance.
I'm streaming them via World Streamer and the only issue I have so far is combatant spawners and how to actually handle them as they stream in and out within their respective chunks.
If a spawner is located in an actual streaming chunk, it gets streamed in and activated as it should when the player enters the activation range. That's fine. When the player exits that chunk, the spawner is unloaded but the combatants (as they are now independent of the terrain chunk they were spawned on) are basically floating in the air and not eliminated.
When the player re-enters the area again, the spawner gets reloaded, does its thing and spawns another set of combatants. So, now there are twice as many combatants. This will continue if the palyer exits and enters again.
My question is whether there's a good/simple way to handle this. ORK doesn't have an actual despawn, right? Is there a way to handle this with pooling maybe or some sort of manager that culls spawned combatants globally after a distance check?