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Question by SuperCaffeineDude · Oct 19, 2014 at 08:05 PM · movementendless runnerefficiency

Endless Runner Static Or Moving Player

I'm working alone on an endless runner/shooter game for my portfolio, currently everything moves towards the player (platforms & buildings), i'm a poor programmer so I'm not sure moving all these objects instead of the one player (and its camera) is as cheap as I intended.

you can see the game here

So yep, baring in mind this is within Unity3d, what is less resource intensive? (static character or static environment)

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avatar image bubzy · Oct 19, 2014 at 09:22 PM 0
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I don't think it makes a huge amount of difference, the gpu has to draw the same stuff whatever you move

avatar image SuperCaffeineDude · Oct 20, 2014 at 01:08 PM 0
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Ah great thank you for the response, I would be tempted then to have a static environment as I'd presume Unity almost certainly optimises movement better than I can. I've heard that the values can creep up and cause issues though, would you say i'd have to reset the position every now and then?

avatar image bubzy · Oct 20, 2014 at 01:22 PM 0
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well, it's best to test it and see if the values creep up first, no point fixing something that aint broke :)

avatar image _Yash_ · Oct 20, 2014 at 01:32 PM 2
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I read somewhere that moving static colliders (one without rigidbodies) has overhead of Physics and Profiler shows "Physics.Simulate" consu$$anonymous$$g more CPU. So if your world has lots of collider you should move player ins$$anonymous$$d of World.

avatar image SuperCaffeineDude · Oct 20, 2014 at 04:13 PM 0
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Cool appreciated dudes. There are a lot of box colliders and the like so I'll defiantly remove the improvised movement system and let unity do its thing asap.

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