There is only an instance of teleport in the demo I made, which was between non-adjacent rooms. Everything was implemented in a single scene, with each zone being an object with a tilemap. If made this way, I thought I could load and dispose of them programmatically althought that mechanic was not implemented. Each zone object contains all its rooms within its space and the room change effect is only an illusion - the only thing that changes is a limit imposed by a custom script into the camera bounds, clamping its position. I simplified the algorithm by making all rooms to be of a prefixed size (or multiple), at the practice behaving like the room system of th NDS Castlevania titles.
When you go to the next room are you changing scenes or teleporting to another room in the same scene?
There is only an instance of teleport in the demo I made, which was between non-adjacent rooms. Everything was implemented in a single scene, with each zone being an object with a tilemap. If made this way, I thought I could load and dispose of them programmatically althought that mechanic was not implemented. Each zone object contains all its rooms within its space and the room change effect is only an illusion - the only thing that changes is a limit imposed by a custom script into the camera bounds, clamping its position. I simplified the algorithm by making all rooms to be of a prefixed size (or multiple), at the practice behaving like the room system of th NDS Castlevania titles.