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How many Transforms in a scene can Unity handle?
I've got a custom "mesh editor" where I use transforms to represent vertex positions (so I can move them around with ease) to make custom models. Undoubtedly there would be a lot of transforms lugging around. Should I be warned from doing this? How many transforms can I have in a scene before it significantly shitstorms my framerate?
P.S. before anyone gets triggered, I actually have most of them baked (destroy the transforms and store the vertex coords in a Vector3[] like a normal human) at void Start(). Some that has vertex deforming animations and whatnot does not get baked. Still, there is a lot of transforms.
Cheers!
Check for yourself, it should be a relatively simple test. Do a loop that spawns few thousand objects and try to move them around. The amount would be dependent on your PC so there probably is no real answer to this
$$anonymous$$y PC can survive some couple thousands, but I don't even know the specs, or how "good" this PC is relative to others. I just wanna make sure when I show off my games on other devices it just doesn't get something like 10 fps.
It was just embarassing. :)