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Question by nareshbishtasus · Jun 22, 2019 at 11:08 AM · instantiaterenderingoptimizationtexture2dblood

Unlimited Blood on Floor

Hi, I'm making a top down game. I want the blood that is spilled on the floor to remain on the floor. Currently, I'm instantiating the blood sprite GameObject every time I want blood but this slows down the game.

Here is the game link I saw on youtube. The game does not slow down even when they spill thousands of blood sprites. Though I seriously doubt they are instantiating blood sprites. What do you think they are doing here.

https://www.youtube.com/watch?v=QZsi3VChFm0

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Answer by Kennai · Jun 22, 2019 at 08:06 PM

Hello, @nareshbishtasus!
I bet they draw sprite to texture. So they have huge texture 4k x 4k, and they draw each blood to texture. No need to instantiate any game object! No matter how much blood is there.

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avatar image nareshbishtasus · Jun 23, 2019 at 07:10 PM 0
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Yeah! I realised that and now im currently using setpixel to implement this, do u know anything more efficient than this???

Thanks for replying. Thank you.

avatar image Kennai nareshbishtasus · Jun 24, 2019 at 07:04 AM 0
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Hmm, maybe use raw data, its whole array of colors. and then modify only needed colors. But you will need somehow to "convert" texture position (x,y) to array index.

Texture2D.GetRawTextureData

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