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Question by John-Di-Girolamo · Apr 15, 2015 at 09:26 PM · gameobjectinstantiatedynamicallylatency

Instantiate flexible amount of objects to prevent frame rate drop

I have a simple scene that instantiates 100 gameobjects one by one. When my laptop is plugged in, the frame rate is fine, but if I'm running on the battery, the frame rate drops considerably midway through.

The number of objects doesn't matter (although I do need a somewhat large group) so I'm looking for a means to determine how many objects I can afford to instantiate depending on the user's device to avoid any drop in frame rate.

I'm not sure what to search for to find a solution so I'm not sure if there's already an answer out there, but I've been unable to find anything with searches using the words in the question.

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