Caching keeps recently unloaded sectors inactive for a limited time before unloading the scene fully. Use it when the camera may move back into a recently visited area and you want that sector to reactivate faster.Documentation Index
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Settings
| Setting | Default | Description |
|---|---|---|
| Max Loading Cached Scene Pause | 0.2 | Maximum pause in seconds before loading a cached scene again. Values below 0 are clamped to 0. |
| Keep Scenes | 300 | Time in seconds to keep a scene cached before unloading it fully. Values below 0 are clamped to 0. |
| Cache Memory Threshold | _4GB | RAM threshold where scenes stop being cached and unload instead. |
| Threshold In Megabyte | 4000 | Custom cache threshold used when Cache Memory Threshold is Custom. |
How caching works
When a loaded sector is no longer needed, Sectorize calls cache instead of unload if Caching is active. Caching deactivates the root GameObjects in the scene and marks the scene as cached. If the sector becomes needed again, Sectorize reactivates the scene instead of loading it from scratch. If Keep Scenes is0, or reserved memory is higher than Cache Memory Threshold, the sector unloads instead of caching.
Cache Memory Threshold values
Available values are:Off_1GB_2GB_3GB_4GB_5GB_6GB_7GB_8GBCustom
