# How to render a large, seamless platforming world without scene transitions?

In the game Limbo for example, the whole 2-3 hours of gameplay takes place in one continuous world. The player navigates from one area to another seamlessly, with no obvious loading or transitions.

It looks like the whole game world (ie. all the ground sprites and every puzzle) is always active on and off camera. Is that feasible?

How can I make a large world like this without overwhelming the player's device with all the content that needs to be loaded?

• Welcome to Game Development! There are several issues with this question. 1) Not all of us have played Limbo, so if you need to reference something specific in a game, please either add a link to a YouTube video at the exact time, showing what you need, an animated gif, or an image. 2) We don't have a clue about how it's been made, only the developers have this knowledge. 3) If what you want is to reproduce what they have done, then please, ask that: show the desired output, and include what you have tried so far and why it did not work as expected. Jun 22 '20 at 15:58
• Thank you @DMGregory you exactly got my point. I didn't know what it was called. I think I should do a bit research on this "level streaming" first and if I get Stuck I will ask for help. Thank you Again. Jun 23 '20 at 3:41

Well, basic setup of desired configuration can be achieved quite easily in Unity.

SceneManager class has nice methods: LoadSceneAsync and UnloadSceneAsync. They are loading/unloading scenes in the background and provide convenient callbacks when scene loading is complete; you can initialize more than one scene like this:

 SceneManager.LoadSceneAsync("DesiredSceneName", LoadSceneMode.Additive);


This way already loaded scene stays untouched and the second scene is loaded in additive mode. If there are more than one scene initialized, all GameObjects from all scenes are displayed. You have options to Merge Scenes or to Move GameObject from one Scene to another. DontDestroyOnLoad is also nice for objects continuously traveling between scenes.

• Convert your game into sections which you load and unload dynamically when the player comes into range. Those sections can be represented by prefabs or by scenes you load with LoadSceneMode.Additive (as in the answer by Xamtouo)