Unity can handle the number of chunks on the screen just fine. It is not necessary to micro-manage the chunks that are in the player's field of view.
Chunks should be loaded all around the player and be distributed over frames to prevent fps drop.
A new way of unloading chunks should be decided. Right now the process is naive. Iterate over every chunk and determine its distance. Perhaps quadtrees.
Acceptance Criteria
Load chunks around the player and as they move without significant drop in FPS
Player should more or less be unaware the world is loading and unloading around them
Unity can handle the number of chunks on the screen just fine. It is not necessary to micro-manage the chunks that are in the player's field of view.
Chunks should be loaded all around the player and be distributed over frames to prevent fps drop.
A new way of unloading chunks should be decided. Right now the process is naive. Iterate over every chunk and determine its distance. Perhaps quadtrees.
Acceptance Criteria