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Question by PrivateFox45 · May 18, 2020 at 03:35 PM · optimizationloading

How to fix this script?

I'm using this script to dynamicaly enable/disable terrain object based on player position. It works on demo scene but in my game scene there are literally hundreds of terrain objects that I need to keep disabled when working in editor due of performance drop. But the script isn't working properly if those terrains aren't enabled before entering playmode.
Unfortunately I can't enable all the terrains - it freezes and crashes the editor.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class HideTiles : MonoBehaviour {
 
     [SerializeField]
     private string tileTag;
 
     [SerializeField]
     private Vector3 tileSize;
 
     [SerializeField]
     private int maxDistance;
 
     private GameObject[] tiles;
 
     void Start () {
         this.tiles = GameObject.FindGameObjectsWithTag (tileTag);
         DeactivateDistantTiles ();
     }
 
     void DeactivateDistantTiles() {
         Vector3 playerPosition = this.gameObject.transform.position;
 
         foreach (GameObject tile in tiles) {
             Vector3 tilePosition = tile.gameObject.transform.position + (tileSize / 2f);
 
             float xDistance = Mathf.Abs(tilePosition.x - playerPosition.x);
             float zDistance = Mathf.Abs(tilePosition.z - playerPosition.z);
 
             if (xDistance + zDistance > maxDistance) {
                 tile.SetActive (false);
             } else {
                 tile.SetActive (true);
             }
         }
     }
 
     void Update () {
         DeactivateDistantTiles ();
     }
 
 }
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avatar image blinkafrootable · May 18, 2020 at 06:32 PM 0
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This might have something to do with the fact that you often can't find disabled game objects using GameObject.Find() and its related methods. $$anonymous$$aybe try using the Transform.FindObjectsOfType() method to identify the disabled tiles?

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Answer by AlirezaSH2004 · May 18, 2020 at 06:27 PM

Hello there. I think using “Try & Catch” can be firstly showing you the exception and also handling the unexpected errors and exceptions. Can this help?

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