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    Game-Design Strategies: Location vs. Time

    Important

    To architect robust and optimized spatial experiences, developers must understand a fundamental architectural boundary of the Spatial Experience SDK: The Elastic Graph is strictly location-dependent and is entirely time-blind.

    Any runtime movement, tick routines, or time-dependent behaviors (such as moving NPCs, ticking waypoint pathing, or loading different level regions) cannot be processed inside the graph itself. Instead, you must attach C# scripts directly to your spawned prefabs and query the graph's map output programmatically inside their Update() loops.

    Note

    Spatial Evaluation Rules:
    For a detailed walkthrough of the physical spatial rules governing cell recalculations (including recalculation thresholds and the Parked/Idle Car Scenario), refer to our The Spatial Evaluation Rule section inside the World Creation track.


    Handling the Time-Blind Constraint

    To construct engaging, dynamic gameplay loops while honoring the graph's time-blind spatial boundaries, developers use three core game-design strategies:

    1. Spawning vs. Object Motion – Learn how to decouple static spawning from runtime motion, using programmatic Map Sampling inside your update loops to make NPCs or traffic walk cleanly on the terrain.
    2. The Candidate Spawning Strategy – Harness invisible placeholder coordinates inside the graph, registering them to a central, time-dependent manager to dynamically activate finish lines or checkpoints.
    3. Swapping Scenes (Faking a Journey) – Package distinct graphs and environmental assets into separate Unity Scenes, swapping them additively in the background behind visual fades to fake a massive thematic journey.

    Spawning vs. Object Motion ❯
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