Ship a world

Export, stream and benchmark a world

Inspect an editable scene, export an environment copy, and compare loading modes.

Inspect and export

  1. Finish active drafts, save the scene, and open Export world.
  2. Choose Load whole world or Load nearby regions.
  3. Click Inspect scene, address blockers, and export. The result is written under Assets/Hearthworld/User/Exports.

Export makes a separate environment copy. Authoring components, gameplay systems and most animation are outside this static export. Review the reported omissions before using the output in your game.

Export World Readiness checks for source, geometry, surfaces, collision and runtime
Readiness groups the checks so you can locate issues before export.

Configure a streamed export

Choose 128, 256 or 512 m regions. Set preload, unload margins and the cleanup policy for your traversal. LOD settings adjust existing LOD groups on the exported copy. Distant terrain can provide a coarse visual backdrop until a region loads. The editable scene itself stays fully loaded and supports sides up to 4,096 m.

Measure the same route twice

Open Benchmark in the export panel. Pick waypoints and a frame budget, then compare Stream nearby and Load all using the same route. Look at P95/P99 frame time, worst samples, memory and region readiness. Save a baseline and repeat on a revised export. Benchmark runs in Editor Play; use a standalone build and the target device for shipping budgets.