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Question by Jamoy1993 · May 25, 2017 at 12:34 PM · transformproceduralefficiency

Technical Question Regarding Moving Transforms with Lots of Children

I am making a terrain framework for my set of tools that allows me to generate a chunked terrain and move the current cell to have its centre on 0,0,0 and its neighbours and all of their contents to avoid floating point errors on large worlds. It works by loading all surrounding terrains from the chunk the player is currently on. Rather than have the entire world loaded at once which will be intensely inefficient.

the base question is if it is more efficient to move a Transform with all its children disabled rather than enabled. Is there any difference in overhead? I assume because the children are disabled that it will be faster as it wont recursively update the transforms.

What i intended to do was when a chunk is disabled, all the contents are "Unloaded" or "Unstreamed"? I would then "Stream" in order the contents of the chunk Trees-> Buildings -> Objects -> Ground Decoration for instance.

Any input would be appreciated!

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