50 · Multiplayer · 2D and 3D

Layering and phasing

A crowded zone quietly becomes several.

When too many players crowd one zone, it gets laggy and quests become impossible because everyone competes for the same monsters. Layering splits the zone into several copies (layers) when it passes a cap and merges them again when it empties. The key rule: a party always stays in one layer. Phasing is the related idea of showing each player a version of an area based on their own progress.

←↑↓→ or WASD moveL layers on/off · P keep party togetherD-pad to walk

Try this: Walk right into the busy town with your two friends. Without layers all 70 players are in one crowded copy. Turn layers on: you only see your layer of about 23. Turn off party rules and your friends end up in other layers.

Players you see 0Your layer -

Walk right into the town: all 70 players share one copy of the zone.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Add layering: when a zone passes its player cap, open another copy and assign newcomers to the emptiest layer, always keep party members in the same layer, and only move a player between layers after 30 s out of combat.

40 words · one sentence to paste as is

Where it's used

Common mistakes

Splitting parties across layers, swapping players mid-combat so enemies vanish, layers that flap open and closed, letting players hop layers to farm rare spawns, and no visible indicator when a swap happens.

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