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Question by Reckfullies · Nov 28, 2016 at 08:02 AM · optimizationproceduralinstantiate-objects

100000+ Instantiated Objects Optimization

As it says in my title, I am making a sort of quick space simulation scene and would like to have a lot of asteroids as specified. They currently have a rigidbody component that allows them to have angular velocity for spinning around and they are being spawned by a script that adds instances to random places in a set radius.

However as you would expect having thousands of separate game objects in your view at once gives really low fps results. I have looked into combining them into a sort of mesh as I saw someone suggested but can't figure it out, any help is appreciated.

I have notices that the majority of lag(only when using lesser amounts of objects, still lagging with 100000+) is gone when the rigidbodies are disabled, is there a way to optimize this like only allowing them to rotate when in a certain range of the camera because disabling doesn't seem like an option since it is the only way i've seen to allow the object to have velocity?

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avatar image nt314p · Oct 09, 2017 at 09:28 PM 0
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They just spin? No movement?

avatar image Kishotta · Oct 10, 2017 at 12:54 AM 0
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I don't have a specific answer for you, but I'd highly recommend looking into:

  • GPU instancing. If you can batch the rendering of the asteroids, you can save quite a few fps.

  • Object pooling. If you just store asteroid positions and rotations in an array/list/db, you can swap asteroids in and out as they become visible/relevant.

  • Chunking. With the above, if you can divide "space" into sections, it'll be much easier to deter$$anonymous$$e which asteroids are meaningful and need to be simulated right now.

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