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Question by Tanoshimi2000 · Dec 02, 2019 at 03:22 PM · scenescene-loadingscene-switchingsceneview

Does Active/Inactive and Enabled/Disabled save memory?

Basically, I want to make a level larger than I really want to have all loaded at the same time, and am thinking the easiest way to do this is to set up multiple terrains, but using SetActive(false) for all but the closest ones. Let's say I have 25x25 terrain pieces but am only showing the one we're on, the one to the left, right, and front.

My question is, would that save any performance or is the fact that they're still in the scene cause the performance hit.

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Answer by Bodhid · Dec 02, 2019 at 04:49 PM

Everything in your scene (Enabled or Disabled) is stored in your scene memory when that scene is open. This includes textures in video memory as well.

You can check how big this is by taking a snapshot in the "Memory" tab of the Profiler.

Disabling objects will save performance on CPU and GPU since it does less MonoBehaviour calls and does not need to render everything.

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avatar image Tanoshimi2000 · Dec 02, 2019 at 05:03 PM 0
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Which is what I thought. I'm probably going to end up breaking my $$anonymous$$ega Sized scene into smaller scenes and load them additively, but if it's not something that breaks up easily, I was hoping to just disable items that aren't in view to save processing and rendering calls.

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