#well yeah its due to the amount, but

1 messages · Page 1 of 1 (latest)

paper chasm
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this is what im seeing in the profiler
what i understand is that it is due to script, which is weird because the script each of them have is very small

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thats when i was looking at the tiles btw

ocean cave
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ok, so does performance improve when you look away and none are on screen

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and what is the script?

paper chasm
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there is about 10 fps difference of when i look at them vs when i look away

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this is all the code inside them

private void OnTriggerEnter(Collider other)
{
    if (other.transform.CompareTag("Player"))
    {
        //transform.AddComponent<Rigidbody>();
        Rigidbody rb = transform.GetComponent<Rigidbody>();
        rb.isKinematic = false;
        rb.useGravity = true;
        
        Destroy(gameObject, 5);
    }
}
ocean cave
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nothing in Update?

paper chasm
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no update event in them

ocean cave
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so pause the profiler and select one of the spikes

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you should be able to sort the bottom view bot total %

paper chasm
ocean cave
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dig into the player loop part

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also i would test performance in a build at some point as well. the editor is a large amount of overhead and can cause some objects to always render

paper chasm
ocean cave
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yeah editor a lot of objects are always loaded

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but also objects in the scene view would also be rendering not just what you see in the game view

paper chasm
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well this does for sure make me less stressed about performance on lower end computers

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thank you bro
saved me a lot of headache

ocean cave
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even if there was a issue in build, sitll ways to work around it just which one would depend on the reason why

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and some of the ways to do that with only a few objects are complicated