What method of path step reference would cost least memory?
GameObjects in my game are allocated paths via a pathfinding algorithm. These paths can be very long, I am wondering what would be an optimal way of storing them in terms of memory? Right now they are a list of vector3s. But I was thinking I could make them a list of Node references instead, or perhaps the unique node id, and so a list of integers which then uses binary search to find the node from the (sorted) node list?
I am curious, what size (bits/bytes) is a: vector3, gameobject reference, custom (non-monobehaviour) class reference, int?
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