Depending on your game, this could be split among any number of people, all in charge of their own area, or at least coordinating who’s editing each area to avoid stepping on each others work. Our end result has changes from two separate designers working in parallel. Since we only edited the purple scene, nobody’s overwritten someone else’s work. It’s a good thing we didn’t touch the yellow scene too, because another designer has made some changes to it while we were modifying the purple one! They added a cube and more words! It now has another sphere and an extra word!Ĭheck out the Hierarchy and notice that only the purple scene has been modified, so when we save, we’re not affecting the yellow scene at all. To show the benefit and how it works, we’ve modified the purple scene. The advantage though is we can have a designer working on the yellow scene while another designer makes changes to the purple one. With both of them loaded at the same time, you can see that their seams line up and they combine to be a larger scene. There’s a purple scene and a yellow scene. To demonstrate how this would work, I’ve built two scenes. This means that multiple designer can setup part of the world. Merging changes isn’t easy, and even when you successfully do a merge, it can be hard to tell if everything is right.įor many games, the new scene management systems in Unity 5 will allow you to split up parts of your world into separate chunks that are in their own scene files. Multi-user scene editing in Unity can be painful.