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Question by mkjrfan · Dec 23, 2013 at 04:39 PM · androidperformanceoptimizationdisable

Disable objects around the player?

I've been trying to make a game for Android and my main focus is performance and how I can avoid overloading the device. I was thinking what might improve the FPS is to disable objects that are a certain distance away from the player. The only way I can think of how to do it is to do a GameObject.Find() to find the distance of the player, but since I am doing this for all objects, calling that method so many times I would think actually hurt the performance instead.

What would be the best way to optimize my game?

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avatar image TimBorquez · Dec 23, 2013 at 05:29 PM 0
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have you looked into occlusion culling

avatar image mkjrfan · Dec 23, 2013 at 05:54 PM 0
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That looks like it's only for pro

avatar image william9518 · Dec 23, 2013 at 06:06 PM 0
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It is only for pro. Just don't have such a big map and it shouldn't overload an android device

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Answer by Statement · Dec 23, 2013 at 06:10 PM

Consider using these callbacks:

  • OnBecameVisible

  • OnBecameInvisible

    This message is sent to all scripts attached to the renderer. OnBecameVisible and OnBecameInvisible is useful to avoid computations that are only necessary when the object is visible.

Examples:

 void OnBecameVisible() {
     enabled = true;
 }

 void OnBecameInvisible() {
     enabled = false;
 }


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Answer by Zach3ryH · Dec 23, 2013 at 06:48 PM

I would agree with Statement about the visble methods. It seems like you are trying to increase the overall performance of your game and this document is a good start if you haven't seen it already. http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

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avatar image mkjrfan · Dec 23, 2013 at 10:59 PM 0
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Thank you I think this one is going to help a lot!

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