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How to handle rendering hundreds of thousands (100,000s) of GameObjects
I'm running a program on the HTC Vive that allows the user to interact with hundreds of particles with each controller movement. The particles are placed in the scene by an OFF database storing hundreds of thousands of points in 3D space (with brightness values).
I originally started out using a point cloud viewer to create a mesh, but I find that I cannot distinguish individual points with point clouds and the experience is not as interactive.
At the moment, I'm instead instantiating hundreds of thousands of tiny, basic cube GameObjects. I do not have faith that either Unity scene viewer or the Vive will be able to handle this intense rendering load.
Tips, tricks, and suggestions?
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