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Question by youngo · Feb 04, 2013 at 03:25 AM · performance

how to enchance the performance when there are hundreds of cube on the scene and each cube has the independent script

alt text when the scene start ,there is thousands of cube on the scene,the cube can move and turn around behaviour.the script is easy but there are many script and update method in the meantime.how to enchance the performance?

qq截图20130204102346.jpg (75.4 kB)
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avatar image Wolfram · Feb 04, 2013 at 03:49 AM 1
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Not sure how you move your cubes around. In the improbable case it is not physics (Rigidbodies, forces, ...) and you don't need collision detection for them, remove any colliders from your cubes. Transfor$$anonymous$$g and updating collider information for the physics engine is particularly expensive.

avatar image DryTear · Feb 04, 2013 at 03:55 AM 0
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or that ^

avatar image youngo · Feb 04, 2013 at 06:31 AM 0
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the Cube need to move on the track like train , so i need to add the collider and rigidbody on the cube,because the cube need to turn while crossing road.so in the crossing has the trigger to detect the cube need to turn left or right.

avatar image Wolfram · Feb 04, 2013 at 10:35 AM 0
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Are you sure your cubes are your problem? It's likely, but not necessarily true. Your scene seems very complex, too. $$anonymous$$aybe use fewer triangles, or more importantly, reduce the number of drawcalls. Is it all one mesh? If so, split it up, so the camera can do frustum culling.

Compare the number of DrawCalls with and without cubes, and post these numbers here.

avatar image youngo · Feb 05, 2013 at 02:18 AM 0
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I use the profiler tool,it shows the model used many resource.But i need the model so complex that can simulation the real environment.So how to reduce the draw call instructint.

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Answer by DryTear · Feb 04, 2013 at 03:47 AM

If youre using unityPro you can use Beast's OcclusionCuilling

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Answer by gribbly · Feb 04, 2013 at 05:49 AM

Have you done any profiling? That is step number one - understand what is slow!

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