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Question by jfcarlos · Dec 30, 2021 at 10:38 PM · scenegameunityeditor

My game worked better on "Maximize on play" and the problem for not maximized was Gizmos.

I have an enemy who sprints fast toward the player when it's close at a certain distance and I have a character controller for detecting collisions of both, player and enemies.

When it starts running towards a hill there were 3 cases that happened.

  1. Not maximized but Gizmos for a dynamic upgrading grid (each 0.1 sec) works bad. Sometimes the enemy crashes against the hill and it takes a second to the code to relocate him in the correct position and both colliders (enemy and ground) are not collisioning but already intersecting.

  2. When maximizing window with Maximize on Play it worked perfect.

  3. When I deactivated the DrawOnGizmos() for the pathfinding grid it worked perfectly too.

So I thought, "Ok, my game works fine, but will this be a problem in low cost computers when I launch my game?" I'm worried it didn't perform well when Gizmos was on means that also in a not powerful PC it can work bad even without gizmos.

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