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This question was closed May 02, 2017 at 10:53 AM by popfly335 for the following reason:

Found soulution: Too many bones

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Question by popfly335 · May 02, 2017 at 05:54 AM · animationlagperformance optimization

Enemy count is needed to be around 75-150, is this possible?

I am trying to implement a wave-based enemy system for my base-building game and I want there to be a higher enemy count around 75-150 enemies. However, around 30 enemies my game starts to lag REALLY bad (around 5-10 fps). I've checked if it is the mesh colliders or rigid bodies, but that does not improve the performance at all. They are animated objects with 20 bones and a blender amateur animation, and I don't think that the script can be causing it, for it only moves the enemies forward. Why are they lagging? Have I truly hit my limit?

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avatar image tanoshimi · May 02, 2017 at 06:17 AM 0
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You've not really given us any information which we can use to help you... performance problems are always analysed by looking at the slowest part of your pipeline, so are you CPU bound or GPU bound? Are you batching your objects? Are you using realtime lighting or shadows? Do you have any image effects enabled? What does the profiler show? https://docs.unity3d.com/$$anonymous$$anual/Profiler.html

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Answer by JOKaija · May 02, 2017 at 06:50 AM

Hard to answer. It depends a lott of your Graphics card, secondly free system memory.

I tested my own settlers style game with 200 NPCs few month ago, with Geforce 7xx series card I haven't problem.

This kind of game: https://youtu.be/GCfwqL5qCY8

With my laptop intel HD graphic, it ruined totally :-)

If you move your NPCs directly with c#, direction and height, (no dynamic force etc...) you may try to disable your rigidbody totally and see it that helps. If so, you can always put your NPC in kinematic, do not use gravity mode, when moving it By C# script. It is possible that your C# scrip fights with enabled physics... Profiler will tell you what is the problem.

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