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Question by KyleStank · Dec 18, 2016 at 11:24 AM · c#scripting problemoptimizationprofilerobject pool

GameObject.SetActive slow

So I am using some basic object pooling for my endless runner game. I have noticed that there is a random lag spike every once in a while, so I opened the Unity Profiler to see what was going on. I then noticed that there was a BIG spike, where 98% of my processor was being used for one frame. I went in the Frame Debugger to see what it was, and I noticed that GameObjec.SetActive was causing this. Here is an image: alt text

I have no idea what would cause this, could someone please help? GameObject.SetActive calls GameObject.Activate() which calls Mesh.Bake and creates lag.

wtf.png (141.4 kB)
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avatar image hexagonius · Dec 18, 2016 at 12:26 PM 1
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there's a lot of "Grass_P something" related to it. is the whole thing a terrain your toggling? A guess is you're not uniformly scaling those. Other than that, SetActive gets more expensive the more stuff it's toggling. maybe only moving the object pooled out of sight is enough

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