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Question by derekmblue4011 · May 30, 2018 at 10:50 PM · performancefreezegizmos

Unity locks up when drawing WireCubes

So I am currently using a script to create a grid out of the world, and this works fine so long as I don't try to visualize anything. Is there a problem with the performance of Gizmos.DrawWireCube and Gizmos.DrawCube when run in the OnDrawGizmos() function? I know that these are the culprits for my lockups because when using simple Debug.Log outputs I have no issues but when I try to draw a cube for each of my grid nodes Unity has a seizure. here is the code where I draw the grid, which would be really handy for visualizing which nodes are currently activating a check I have elsewhere.

 // Gizmo drawing for debugging
 public void OnDrawGizmos()
 {
     // If gizmos are being displayed
     if (displayGizmos)
     {
         // Initialize the grid
         InitializeGrid();
         // Draw overall area covered by the grid
         Gizmos.DrawWireCube(transform.position + (Vector3.up * (worldSize.y / 2.0f)),
                                                   new Vector3(worldSize.x,
                                                               worldSize.y,
                                                               worldSize.z));
         // If nodes are being displayed
         if (showGridNodes)
         {
             // Create the grid
             CreateGrid();
             // For each node
             foreach (GridNode node in grid)
             {
                 // If node is walkable
                 if (node.Walkable)
                 {
                     // Set gizmo color to cyan
                     Gizmos.color = Color.cyan;
                 } else
                 {
                     // Set gizmo color to red
                     Gizmos.color = Color.red;
                 }
                 // Draw a cube at the node's position
                 Gizmos.DrawWireCube(node.WorldPosition, Vector3.one * nodeDiameter);
             }
         }
     }
 }


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