- Home /
Performance of one big object vs lots of smaller objects
Would there be a performance increase if I were to for example, use one giant cuboid as a roof for an entire dungeon, and then adjust the tiling of the texture to look acceptable INSTEAD of using lots of smaller roof objects with the same texture?
I have very little basis here because I'm pretty new to game development and don't know how Unity handles these things under the hood, but my gut check is that the smaller tiles are going to be more memory efficient because, while the individual pixels have to be stored in world space one way or another, they can all reference a smaller base image.
At the same time, if you have a bunch of game objects ins$$anonymous$$d of just one, and those all have to be managed by Unity, that could probably become a processing hog and garbage collection or scene transitions might become slower.
Your answer
Follow this Question
Related Questions
Calling gameobject.transform vs. just calling transform directly - Performance negligible? 1 Answer
Figuring out which specific objects are slow to render? 0 Answers
How to implement Jobs?,How can I increase performance with Jobs? 0 Answers
Problem with the performance when activating gameObject 0 Answers