Huge Game Object Management & Multiple Scene Loading
So the game I'm making revolves around base building and resource management (which the A.I does) the players goal is to assist the settlements in upgrading and defending against other settlements. Our initial plan going into this was to have everything run in one scene in real-time but sadly things aren't working out so great.
A new area
----->Specific Theme (Background assets & Art)
----->New settlements (Human & Orc settlements)
----->Unique characters (SuperHumans, Boss Orcs, Supernatural beasts)
----->Resources to gather ( Wood, stone, iron)
----->Unique interactions (war between settlements)
Each new area is made up of several tiles (background prefabs) and are proceduraly generated during the first load but remains the same when the player returns to it. A player can move between each area freely back and forth with the use of a map once they have unlocked all the areas. Time is a continuous element that should be running between scenes as a lot of the developments in each area would be set by the amount of time* past. e.g. day 4: area3: orc boss is about to attack a settlement.
Settlements upgrade through acquiring resources, the a.i gathers nearby resources and upgrades themselves. So a huge problem that we foresee is the number of scripts and assets running in the game while the player isn't even in the same area would hit the cpu hard. We've hardly finished the demo level which is just one area and the fps is hilariously bad after sometime. Starts at (60fps) after 10-15min drops to (15fps) because the orcs hit a max number of resources to acquire and just wander around.
Help me understand a way we could move through different scenes, keep scripts such as Time*, resource management, settlements upgrading and unique interactions and disable the things we don't necessarily need running in the background while running in real-time or simulate real-time, because as i said our initial plan was to have one huge scene with everything happening but with what we have so far and what we plan to do there is no way our hardware and the projected hardware we plan to publish on can withstand the load. Please help!
Thanks for taking the time to read this.
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