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Question by Digital-Phantom · Apr 09, 2018 at 02:52 PM · unity 5cameraperformancespritesbillboarding

Will Multiple Billboarding Sprites Kill My Game Performance ?

I'm using a quite simple method of Turning my quest givers icons to always face the player. Basically an empty object with a sprite attached above the NPC's head. (this is my code)

 public class IconBillboard : MonoBehaviour
 {
 
     // Use this for initialization
     void Start ()
     {
         
     }
     
     // Update is called once per frame
     void Update ()
     {
         transform.LookAt(transform.position + Camera.main.transform.rotation * Vector3.forward, Camera.main.transform.rotation * Vector3.up);
     }
 }

However, it just occurred to me that In some scenes I could have 20-30 quest givers. Will this have a significant (if any) impact on my games performance? If so is there a more efficient way of doing this? Like maybe only turning those sprites that are currently visible to the player?

Thanks for any help.

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avatar image hugodeheld · Apr 10, 2018 at 11:56 AM 0
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This shoudl be fine, just try it.

Somethign you could do is make a billboard manager that loops through all of them.

 void Update()
 {
     foreach(GameObject billboard in billboards)
     {
         billboard.transform.LookAt(billboard.transform.position + Camera.main.transform.rotation * Vector3.forward, Camera.main.transform.rotation * Vector3.up);
     }
 }
 
avatar image Cherno · Apr 10, 2018 at 02:23 PM 0
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You could also look into using a shader-based solution.

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