Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Tsanas · Mar 04, 2012 at 11:49 AM · performancelistslowsimulation

Performance issue: Updating list for a simple crowd simulation

I am making a simple flok- or crowd-simulation.

The behaviour is decent for my needs, but the performance is not.

Basicly I have "alot" of objects(soldiers), which need to spread out while moving to a waypoint.

Ive written a simple version of my code here:


 List<Soldier> avoidList = new List<Soldier>();

 foreach (Soldier s in gameWorld)
 {
     if (this == s)
          continue;

     if (Distance(s, this) <= 5)
     {
          avoidList.Add(s);
     }
 }

 CalculateNewDirection(avoidList);



So basicly, each soldier checks the distance of every other soldier in the scene, and calculates a direction based on the soldiers which are too close.

Like this picture.

Right now im running through x^2 objects.

So if I have 100 objects, i run through 100^2 = 10.000 objects, just to update each individual objects avoidList.

And if i crank it up to 500 objects, i run through 250.000 objects.

Theres gotta be a different and smarter way to do this!

(I've tried using colliders as triggers to add/remove from the avoidList, but that is way slower than this)

Hope someone can enlighten me :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Tsanas · Mar 04, 2012 at 11:23 PM

Just want to update for other people with a similar problem.

I got some great from a guy at stackoverflow . Check it out.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by fameunity · Aug 22, 2014 at 07:21 AM

Would you like to take a look at this api and see if it will help in your development? Link --> https://www.assetstore.unity3d.com/en/#!/content/14444

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

A node in a childnode? 1 Answer

Performance of FindGameObjectsWithTag vs Lists? 2 Answers

Bad performance on certain android devices 1 Answer

Game is slow.. 800k model (but in many meshes) seems too complex, help? 3 Answers

Reference all objects inside of an Array or List? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges