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Question by Shyclyde · Nov 28, 2016 at 08:05 AM · best practiceslevel designgeneral

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?

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avatar image Cherno · Nov 28, 2016 at 12:26 PM 1
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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.

avatar image Shyclyde Cherno · Dec 03, 2016 at 10:05 PM 0
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Thank you!

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