User Guide (Version 1.16)

Working with Dynamic Slices

Slices are a powerful tool for organizing entity data in your worlds. In the editor, you can choose to cascade slices and organize entity data in any desired granularity and still receive the benefits of data sharing and inheritance throughout the hierarchy. A level-based game, for example, implements each level as its own slice asset that contains instances of many other slices. These slices can potentially cascade many levels deep. You can choose to create slices from other slices and inherit only the elements that you want.

Standard slice assets (.slice files) rely on the editor and cannot be instantiated at run time. However, Lumberyard provides a mechanism for designating any .slice asset that you've built as a dynamic slice. When you designate a slice as a dynamic slice, the Asset Processor processes and optimizes the slice for you, producing a .dynamicslice file asset. A dynamic slice is simply the runtime version of its source slice, containing only runtime components. The editor-dependent components have been converted to their runtime counterparts. Furthermore, dynamic slices no longer maintain a data hierarchy because doing so would increase memory footprint and reduce instantiation performance.

In the level-based game example previously mentioned, you could designate your giant level slice as a dynamic slice. When your game loads the level, it does so by instantiating the resulting .dynamicslice file.

You can choose to generate dynamic slices at whatever granularity is appropriate for your game. Because slices are loaded entirely asynchronously, they are a good choice for streaming strategies. For example, a driving game might represent each city block as a separate slice and choose to load the slices predictively based on player driving behavior.

To generate a dynamic slice

Right-click any .slice asset in the Asset Browser, and click Set Dynamic Flag.

                Set the dynamic slice in the Asset Browser.

The Asset Processor processes the source .slice file and generates a .dynamicslice file. The new .dynamicslice file appears in the Asset Browser as its own asset:

                A newly created dynamic slice appears in the
                        Asset Browser.

To remove the dynamic slice

Right-click the source .slice file and choose Unset Dynamic Flag.

The Asset Processor deletes the .dynamicslice file from the asset cache for you.

Instantiating Dynamic Slices

You can use the Spawner component to instantiate dynamic slices. To set the slice, drag a .dynamicslice asset from the Asset Browser onto the Slice field of the Spawner component.

                    Assigning a .dynamicslice asset to the Spawner

To instantiate the dynamic slice when the level starts, select Spawn On Activate.

To instantiate the dynamic slice at a different time, use scripting or C++. The following Lua snippet uses an EBus call to tell the Spawner component to instantiate its dynamic slice:


For more information about working with slices, see Working with Slices.