Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Kaze_Senshi · Feb 19, 2012 at 03:46 AM · 2dobjectperformanceoptimizationdisable

Disable objects far away from player to make performance better

Hello guys, I am making a plataformer game and I was thinking, if the object (like an enemy) is too far away from the screen, there is no necessity to it execute any function like animate or move.

I am planning to create a game level that the player will need more than 6 minutes to go until the end. Therefore will be a lot of objects (scenario objects, enemies, traps, etc). So anyone know a good way to disable an object until the player enters in the object's action radius.

For now, I am thinking to make a general script that uses a circle trigger collider, while the player is not inside of it, it will get all the components from the object(except this script component) and its children and disable then. What do you think? Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Berenger · Feb 19, 2012 at 03:54 AM

Two words : OnBecameVisible and OnTriggerEnter.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kaze_Senshi · Feb 19, 2012 at 03:59 AM 0
Share

Hmmm using OnTriggerEnter, if I have, for example, 200 objects with a circle trigger collider, is this too heavy to the engine process the OnTriggerEnter check for every object?

avatar image Berenger · Feb 19, 2012 at 04:51 PM 0
Share

Not if you are running on pc/mac. For mobile though, you might need to group those objects, like one big trigger for 50 objects, if they are close enough. Anyway, if you disable the trigger when the item exit the camera frustrum, you won't have all of them (OnBecame(In)Visible).

avatar image
0

Answer by zeuo · Feb 19, 2012 at 05:17 AM

try desabbeling the mesh render i made a reallly big and detailed forest so i made a script that disables the mesh render until the player is close to it

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kaze_Senshi · Feb 19, 2012 at 12:09 PM 0
Share

But the things in Unity are only rendered when they are closer than the far clipping distance from camera or something like this?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

7 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Increase Unity2D editor performance 0 Answers

Most performance friendly way to "unrender" a GameObject? 6 Answers

2D Android game - bad performance after launch 1 Answer

Object.get_name() performance 0 Answers

How resources-consuming are disabled things? How much drain puts enable/disable components/GOs on the system? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges