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Question by RecyclingBen · Jan 10, 2017 at 04:22 PM · movetowards

Vector3.MoveTowards causing a framerate drop

Hello,

I'm making a game in which a prefab enemy goes towards a target and then destroys itself when in contact w/ it.

The problem I'm having is that when I spawn any more than 5 or so a huge frame-rate drop follows. This is the code I'm using to move the object.

transform.position = Vector3.MoveTowards(transform.position, target.transform.position, speedWithTime);

If someone could help explain this framerate drop I would be more than thankful.

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Answer by ericbegue · Jan 10, 2017 at 04:32 PM

I doubt Vector3.MoveTowards is the culprit for the frame drop, this function is not CPU-expensive. Surely it's something else. To figure what it is, the best way is to use the Profiler.

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Answer by Pengocat · Jan 10, 2017 at 04:35 PM

You may want to use localPostition when you can. localPosition is a bit cheaper than world position. You could also make an object pool with enemies and reuse them instead of destroying them. First of all you should look at the profiler to find the actual cause before you start chasing ghosts.

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avatar image ericbegue · Jan 10, 2017 at 04:40 PM 0
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Using localPosition or position will not make a significant difference for 5 gameObjects. +1 for using the Profiler.

avatar image Pengocat ericbegue · Jan 10, 2017 at 05:14 PM 0
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You are right it might not be a noticeable difference but if the hierarchy is very deep it could have an effect. It is presented by one of the developers from Playdead at Unite 2016 https://youtu.be/mQ2$$anonymous$$TRn4B$$anonymous$$I?t=35m30s

avatar image ericbegue Pengocat · Jan 11, 2017 at 07:59 AM 0
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Of course, I haven't watch the video, but I take it for granted . The world position depends on the object parents and there is at least one matrix multiplication per parent up the hierarchy. So yeah, the deeper the object is, more computations are required to compute its world position.

But for 5 objects, the hierarchy must be crazy deep to cause noticeable effect, of the order of 1000 gameObjects or maybe more.

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