Choosing best mobile performance solutions
I have question about mobile performance. There are several things, that are negatively affecting performance, but I can´t find any info about how bad they are. There are some situations when you have to pick one solution, but I really can´t decide which solution is better, because I dont know how much bad they are. For example: I´m making tower defense game and I´m making bullets for my towers. There is several solutions how can I make this bullets. First one is just make projectile (lets say low poly sphere thats have around 80 verts, some basic color and no shader). Or you can create plane, that have only 4 vertes, but you have to put texture on it and apply additive shader which will make texture transparent (like in this official Unity tutorial). How to chose between this two solutions? Is there any resources where can I find info about what techniques are most expensive in terms of performance? PS: Sorry for my terrible english
Answer by Jessespike · Oct 22, 2015 at 08:08 PM
Either solution will work, difference in performance is probably so negligible that you wouldn't even notice a difference. I'd say go with the quad solution, this way you can texture it and change the graphic at any time. Choose the method that fits your needs, I argue for quad, because you can customize it.
Taking a step further, have you thought about object pooling? Or do you plan on instantiating a bullet every time one is fired. This decision will affect performance more so than what is being asked in your question.
Your answer
Follow this Question
Related Questions
mesh with multiple Uvs, performance? 0 Answers
[Unity5 3D]85 SetPass Calls still running below 15FPS on Galaxy Samsung S3 0 Answers
Poor performance in extremely basic game 0 Answers
Extreme low performance on mobile phone (UWP windows 10 mobile) with simple scene 1 Answer
How does many terrains on scene affect performance? 1 Answer