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Pipeline overview
The process for creating your own scenes is outlined as follows:
- Create your scene in Blender
- Export the scene meshes with the Scene Slicer plugin
- Export the scene colliders with the Cannon Collider plugin
- Configure the Infinity Engine to use your scene
- See [Infinity Engine Configuration]

You should choose an appropriate grid size when slicing your scene. Try to use a grid size 1/4 of your overall parcel size. For most scenes the vertical height (the Z axis in Blender) should be tall enough to encompass the entire scene in a single layer, unless the scene is particularly tall.
Typically for a 2x2 scene your preferred grid size should be 8x8x32: * 8 tiles on each horizontal axis * 32 tiles high, or sufficient to encompass all meshes
You can try lowering the grid size to increase the distance at which tiles are loaded from the player, however, some things to bear in mind:
- The smaller your grid size, the more IO load it puts on the system.
- Large view distances with small grid sizes can result in poor performance
- Grid sizes that are more than 1/4 the scene size will result in the tiles loading in next to the player
- Scenes with large amount of vertical geometry should not try to encompass the full height within a single layer
When exporting out of DCL Scene Slicer try to keep the verticle part of the tiles bigger. This reduces the number of cubes the spacial partition system has to keep track of and helps performance. For example if your entire scene is x:100m, y:20m, z:100m. If you decide you want 8 meter tiles. Slice the cubes to be 8x20x8. To avoid creating extra verticle tiles. If you are making a very very tall scene x:100m, y:100m, z:100m consider making the slices to be 8x20x8 to reduce the verticle cubes.
The suggestions here mirror closesly the same as the slicers recomendations. https://github.com/stom66/blender-dcltk-scene-slicer
- Suggest using 1/4 parcel size or smaller for good results
- Grid size must be less than 1/2 your total parcel size
- Smaller grid sizes increase the number of checks per frame and reduces performance
- Larger grid sizes will result in the tiles being unloaded closer to the player
- Consider having a larger vertical axis