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Question by Hamzeh Soboh · Feb 24, 2014 at 05:15 PM · renderingfpsperformanceoptimization

A lot of static objects affects the performance

I need to put a lot of objects (Max of 875) in my game via instantiating gameobjects from a prefab at runtime.

     for(int r=0; r<rows; r++)
     {
         for(int c=0; c<columns; c++)
         {
             GameObject newBlock = Instantiate(Resources.Load("Block")) as GameObject;
         }
     }

This happens only one time, in the beginning of the game.

Given the created blocks have a mesh renderer, a shader of a texture (not necessarily high quality), a rigidbody. BUT they are constant during the game.

What options do I have to increase the fps and so to increase the performance?

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avatar image whydoidoit · Feb 24, 2014 at 05:21 PM 0
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You can combine them together using a mesh combining utility or by using https://docs.unity3d.com/Documentation/ScriptReference/$$anonymous$$esh.Combine$$anonymous$$eshes.html - this requires that they have the same material. $$anonymous$$ore complex combiners could create a texture atlas for you.

avatar image Hamzeh Soboh · Feb 24, 2014 at 05:28 PM 0
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@whydoidoit Yes they are of the same material. Thanks for your answer but I have two questions: 1-do they have to be adjacent (beside each other with no empty spaces)? 2-can I destroy a block within that mesh combiner? Thanks.

avatar image whydoidoit · Feb 24, 2014 at 05:39 PM 0
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They do not have to be adjacent - you can only remove them by modifying the mesh.

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