I have been thinking this for a while and finally came out with an idea. Maybe it was obvious or @lubos already had a nice solution for this in mind but now that logic nodes are coming I think it’s a good time to start the topic.
In the same way that Unity manages Scenes and Unreal manages Maps, Armory needs a way to change from one scene to another.
Can Blender Scenes be used for this? In the past I used multiple Scenes in Blender to compose an image but I think this can be used in a different way for Armory. I guess that Armory could use these Scenes to build not just one level but N-levels and load one at startup (selecting which somewhere) and then having a way (scripting, node) to load one (synchronously / asynchronously).
Using the new Scene5.blend as reference; in the screenshot I created two more fake Scenes. I renamed the default one to “Stage1” and created “Stage2” and “Menu”. Imagine setting “Menu” as the start scene and, after hitting play, change to “Stage1”. Of course, after completing “Stage1” go straight to “State2”.
Having a load Scene would be interesting. Create a new Scene called “Loading” and jump to “Loading” between stages. This, maybe, reveals the need of passing arguments between Scenes or having parameters in that loading scene function/node, so “Loading” knows which Scene to load asynchronously after started playing.
This is just a thought… this solution could have a lot of problems… are assets/nodes/materials/etc. going to be shared without problems between scenes?
If this is not possible for some reason… how do you think scene management could be done in Armory?
Edited: By the way… I’m loving the logic nodes!