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Consider a grid in your space, take the grid cross points. P1 .. Pn Consider a pseudo random generation function f(x,y,z,k). Foreach P you can call f(x,y,z,k1) to get dx coord of a star from P, f(x,y,z,k2) to get dy, f(x,y,z,k3) to get dz. Repeat this incrementing k to get all stars near P. Consider your radius. For each point P on your radius generate its ...


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What you have is two separate problems. One generating/saving/loading stars. The other is finding nearest stars. It seems that you already have star generator, which means that you can save and load seed or entire list of stars via PlayerPrefs or Application.persistentDataPath. Read about serialization if you are not sure. To find nearest stars you can use ...


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Application.LoadLevelAdditiveAsync is not a pro feature anymore.


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You could use playerPrefs() to save the location of the stars so you could restore it later.



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