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Question by Digital-Phantom · Mar 29, 2015 at 12:40 PM · raycastsceneresourcesnumbersmaximum

How many raycast can be running in a scene without it being considered too many?(Solved)

Simple scene... player object, a few obstacles and an enemy using raycast to detect/attack the player - All good.

Next scene... player object, a few obstacles and maybe as many as 52 enemies all using the same raycast method to detect/attack the player.

Is this going to be over-taxing on my game/resources

???

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Answer by fafase · Mar 29, 2015 at 12:52 PM

Should not since Raycast is just multiplication and division of a few values.

The real question is do you need casting each frame? Could you maybe make them less frequent like only 4 times per second (already a cast each 25ms which sounds enough).

 private float freq = 0.25f; // 4Hz
 void Update(){
    timer +=time.deltaTime;
    if(timer> freq){
        timer = 0;
        AIMethod();
    }
 }
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avatar image Digital-Phantom · Mar 29, 2015 at 01:23 PM 0
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Was already thinking something the same. I was going to try a do it using random range, but your suggestion looks more efficient.

I'll give it a go implementing your script.

Thanks

:)

avatar image TokyoWarfareProject · Aug 27, 2018 at 04:25 PM 0
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Would InvokeRepeating be an alternative?

avatar image fafase TokyoWarfareProject · Aug 29, 2018 at 08:48 AM 0
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Yes it could be.

avatar image Owen-Reynolds · Aug 27, 2018 at 04:57 PM 0
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Well, depending on the scene, a raycast could be hundreds of lines. For example, if it's checking for the same layer as those 52 enemies and passes by lots of them, and they use $$anonymous$$esh colliders (it checks the bounding box first, but if it passes close by, it has to check the mesh, too).

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