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Is it good practice to close "leaks"? Best practices for performance?
I come to Unity recently has a renewed hobbyist, rummaging through textbooks and learning the 101's. I used to play around with Valve's GoldSrc and Source engines, over a decade ago at this point. Those engines drilled hard the concept of closing world "leaks" where the "void" cannot be exposed in any way (even the sky must be a wall with a skybox texture), otherwise, the compiler has a conniption. I'm wondering how Unity deals with this? So far it seems like this is a non-problem, but I'm also wondering if there are any good manuals available for learning best practices for game performance in complex scenes?
There's no need to completely enclose the level architecture in Unity. It's space is treated as being open so you may just put a plane into thin air and use it as the ground for your player, and nothing else in the world.
One important thing to keep in $$anonymous$$d when desgining scenes in Unity is to keep the number of GameObjects as small as possible. That doesn't mean that Unity can only handle a hundred GOs at the same time, but once you start getting into the four digits things could get laggy. This is often a problem if you build your scenes out of tiles or blocks and use seperate GameObjects for each, ins$$anonymous$$d of generating a (chunked) mesh from code.
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