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Question by
JakeLeB · Jul 10, 2015 at 03:05 AM ·
performanceinventoryequip
Best way to deal with Performance on Gear?
I have a basic player up and running, I want to have it so the player can equip/unequip gear/loot. These systems are already in place and as I've read inactive objects on a parent cost some performance. Ideally I'd of had all of the gear on the player as a child object and deactivate what I dont have equipped/in inventory.
If this is the case, how do other games go about doing this?
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