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Question by Jake_002 · Dec 06, 2012 at 07:15 PM · editorinstantiateperformance

Editor vs standalone computational power

Hello! I recently mastered 3D perlin noise (yay!) and I have a script that creates a 10x10x10 block of cubes and deletes some based on the return value of the perlin noise. This works fine when I play the scene from the editor. Then I try to increase the size of the block to 20x20x20. The editor freezes and I have to force quit unity to get it working again. Im assuming that this is because the editor cant handle so much commputation. but when i try to build and run the program it works flawlessly. why does the editor not have the computational power of a standalone application? also, how can i improve my program to run faster instead of just instantiating 8000 prefabed cubes(i only need ideas, not actual code). if someone can help me i would be very grateful. thanks!

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Answer by Itinerant · Dec 06, 2012 at 08:05 PM

As far as editor running, I know that Unity editor is only capable of 32 bit operation, so you're maxed at 4 gigs of RAM. Of course, once you build and run on a 64 bit system, you're able to take advantage of the rest of your system. That's likely giving you the boost from building.

Do you need all of the cubes to exist? If it's a fairly dense pattern, you might try creating from the outside in, and only make cubes that don't have anything in front of them. You could end up with a fairly thin shell that appears to be full.

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