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P0-A2: Part 490: Optimisation

by on Dec.09, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have been spending quite a bit of time optimising my project.

The framerate has dropped considerably in the editor since I added post processing and Aura Volumetric lighting. In addition, the profiler often crashed unity, likely due to the huge memory requirements of my scene.

I have implemented a simple room or compartment based optimisation system, where I disable all interior objects at the beginning of the game, and enable only the objects in the same room as the player. As the player changes room, the previous objects are disabled.

Since the objects are enabled/disabled, not instantiated/destroyed, this happens instantly and is completely imperceptible to the player.

The problem is that they still use up memory, since they are present in the scene even while disabled. What I really need in an asyncronous instantiate function, but this doesn’t exist. I may be able to use SceneManager.LoadLevelAsync(), but I am not sure if this will work.

The next goal is to use the profiler to further optimise the scene.





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