Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Aug 15, 2014 at 01:26 PM by tanoshimi for the following reason:

Too subjective and argumentative

avatar image
0
Question by KEELAN · Aug 15, 2014 at 01:10 PM · performanceprocedural generationinfinite

Concerns about performance issues with infinite sized game

Hi, I am starting to make a top-down procedural generated game. I am aware of the precision problems with very large floating point numbers, and have seen the 'world moves, you dont' solution. My concern is that you will end up with a lot of objects being moved (all the world game objects) instead of just one(the player) and i dont know how easily the engine will be able to cope with that? Has anyone implemented this type of system?

A side note, could you get this system to work for with unity physics?

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ironblock · Aug 15, 2014 at 01:15 PM 0
Share

if you have unity pro there is something called occlusion curling. according to my $$anonymous$$chers it should help with that kind of stuff. maybe looking to making chunks in the game so you can unload them if there us no player near

avatar image KEELAN · Aug 15, 2014 at 01:20 PM 0
Share

Hi, I don't have unity pro sadly, and occlusion culling would only stop the rendering as far as i know. It wouldn't stop the objects from changing their transform.

Chunks would definitely help though, for all the stationary objects. Thanks

avatar image tanoshimi · Aug 15, 2014 at 01:26 PM 0
Share

So why not destroy the objects that have been moved far away from your player? If they are procedurally-generated, you will preseumeably be able to regenerate them if the player decides to revisit that bit of the level?

But this question is not really suitable to UA - which is more suited to specific technical questions that have a clear answer. There is no single correct "answer" for a design question such as this - you could ask for opinions on the forum, or you could simply get on with creating your game and see how it performs.

1 Reply

  • Sort: 
avatar image
1

Answer by meat5000 · Aug 15, 2014 at 01:27 PM

http://docs.unity3d.com/ScriptReference/Object.Destroy.html

Realistically though, Infinite Runners require Object Pooling.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Should I move the character and camera or the platforms? 2 Answers

What's the best way of handling hundreds of objects in an infinite world without killing the framerate? 1 Answer

How to create voxel-based procedural terrain 1 Answer

Procedural Generation generating infinitely? 0 Answers

Many objects slow down Unity Scene View 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges