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Question by inglipX · Oct 25, 2017 at 07:04 PM · frameratemethodefficiency

Framerate drop due to method call

Hello,

Whenever I call UpdateChunks my framerate drops greatly, from ~120 fps to anywhere below 40 fps.

What in the method could be causing this? Additionally: The method is being called from Update.

 void UpdateChunks ()
     {
         int myX = Mathf.FloorToInt (transform.position.x / chunkSize) * chunkSize+5;
         int myZ = Mathf.FloorToInt (transform.position.z / chunkSize) * chunkSize+5;
         int range = viewSize / 2;
         int count = 0;
         for (int i = myX-range; i < myX+range; i += chunkSize) {
             for (int j = myZ - range; j < myZ + range; j += chunkSize) {
                 Vector3 checkPos = new Vector3 (i, 0, j);
                 checkPositions [count] = checkPos;
                 if (checkPositions [count] != chunkPositions [count]) {
                     Destroy (chunks [count]);
                     chunks [count] = (GameObject)Instantiate (chunk, checkPos, Quaternion.identity);
                 }
 
                 count++;
 
             }
         }
     }

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Answer by MaxGuernseyIII · Oct 25, 2017 at 07:28 PM

Process of elimination would suggest these lines:

 Destroy (chunks [count]);
 chunks [count] = (GameObject)Instantiate (chunk, checkPos, Quaternion.identity);

Can you comment out the lines and see if you still get the framer ate drop?

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avatar image inglipX · Oct 25, 2017 at 08:05 PM 0
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When I comment out the Instantiation call it does fix the framerate drop. Is it possible that the chunks are constantly being destroyed than re-instantiated to the point that it causes the framerate to drop?

avatar image inglipX inglipX · Oct 25, 2017 at 08:10 PM 0
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I think this may be the case. I cannot select the instanced objects in the hierarchy during runtime. It is as if they are being destroyed then re-instantiated over and over. What in my method is causing this? I know it must have to do with the way my loops run.

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