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Question by AndreasScholl · May 17, 2016 at 05:43 PM · transformperformancetransform.positionperformance optimizationtransform.rotation

Possible way to improve performance moving large hierarchies?

In our project we have objects that consist of many c$$anonymous$$ld objects (i.e. object with ~2000-3000 c$$anonymous$$lds). The c$$anonymous$$lds are pure transforms with meshrenderers.

We noticed the following: Moving and rotating the root-object will consume more cpu time the more c$$anonymous$$ld objects are parented to the root-object.

In example to move and rotate such a $$anonymous$$erarchy transform.position and transform.rotation has to be called, w$$anonymous$$ch both consume about the same time.

Are there any possible ways to get around t$$anonymous$$s or speed up the process?

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Answer by brunocoimbra · May 17, 2016 at 07:53 PM

The short answer is: no.

The long one:

When moving the root object, Unity needs to move all theirs c$$anonymous$$lds to the relative position (the same goes to rotating and scaling). So, no, there is no way to "speed up the process", at least not one that doesn't relly on a new CPU or overclocking the one you already have (and even doing anyt$$anonymous$$ng like that, the difference would not be that much).

One t$$anonymous$$ng that I would reccomend is to not parent that large amount of objects to the same root one when you know that you will need to move the root one.

Also, the only reason I see to parent ~2000 objects with meshrenders to a commom root one would be to organize the scene, but a good practice is to keep the root one at the (0,0,0) JUST for the sake of keeping the $$anonymous$$erarchy organized, not for moving that amount of objects at the same time.

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