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Question by Preezy57 · Apr 26, 2014 at 09:30 PM · fpsperformancewindowsgameobjects

Adding too many gameObjects to scene ruining performance.

Hey everybody, So Im having an issue adding about 1000 trees to my scene. I downloaded these trees from the asset store and added about 1000 to my scene. It played fine in game mode but when i played in on my old PC it was no good even with the performance object "fastest" selected. The game works fine without them. Is their anyway to just let the game load for a while or do i have Instantiate them around my character?

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avatar image getyour411 · Apr 26, 2014 at 09:31 PM 0
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Were these terrain trees (or hierarchy/painted trees)? If they weren't terrain trees, could they be?

avatar image Preezy57 · Apr 26, 2014 at 10:06 PM 0
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Their just trees in gameobjects in the hierarchy each with its own mesh.... Their is no terrain in my scene just a bunch of cubes the player tries to stay on. The game goes in one direction forever.

How can i render just the trees in the terrain and not the actual ground

avatar image Suddan · Apr 26, 2014 at 10:25 PM 0
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How many tris/tree? And what specs does the old PC have?

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Answer by getyour411 · Apr 26, 2014 at 11:35 PM

I don't think a question remains - per the title, adding too many gameObjects to scene is ruining your performance. If your trees are 4k verts and you add 1000, that 4,000,000 verts on trees alone and your old PC cant handle the runtime. Therefore, add less, optimize, etc there are many posts, articles, vid/tuts, on performance optimizations

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avatar image meat5000 ♦ · Apr 26, 2014 at 11:38 PM 0
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Add some distance based culling on Rendering and Animation so only those visible within a range have an impact on the $$anonymous$$ain Thread :) For a one directional game, destroy those trees which will not be observed again.

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