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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.
So yep, baring in mind this is within Unity3d, what is less resource intensive? (static character or static environment)
I don't think it makes a huge amount of difference, the gpu has to draw the same stuff whatever you move
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?
well, it's best to test it and see if the values creep up first, no point fixing something that aint broke :)
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.
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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