I have a voxel terrain represented by a grid of entities. When a worker starts it receives these entities and generates terrain meshes (separate set of GameObjects with its own grid and managed by my code) which takes about a minute even with the simplest algorithms.
There are also NPCs (and potentially players) that are moving on the terrain.
Problem is, if an NPC is loaded before the terrain is generated, it falls through. I have a temporary workaround with worker startup freeze time. Do you have any existing pattern to deal with such problems? I am using Unity3d for client and server workers.
I imagine dynamic chunk assignment will not work for my prototype too. Is there a document describing chunk assignment, entity loading and unloading?