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Question by Reloaded23 · Sep 03, 2014 at 10:05 AM · instantiateperformanceoptimizationthird-person

Need optimizing tips for mobile third person shooting game.

I am working on a third person shooting games for mobile.

I need some optimizing tips for the same.

For eg I read somewhere instantiating and destroying gameobject is not a good technique for mobile platforms. If i am firing a bullet i should use pooling system.

Now I have many maps for the game.

How to manage this in unity?

I should create different different scenes for that or I should add maps in one scene and activate whichever is required or I should instantiate the required map at runtime or any other method?

Other optimizing techniques will also be helpful.

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avatar image Josh Naylor ♦♦ · Sep 03, 2014 at 10:05 AM 0
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Check out our documentation for optimizing tips http://docs.unity3d.com/$$anonymous$$anual/OptimizingGraphicsPerformance.html

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Answer by Gizmoi · Sep 03, 2014 at 10:14 AM

I wouldn't recommend loading one scene with all maps. This would cause everything to be loaded into memory at once, which would increase memory consumption a lot. Though it would enable you to switch maps faster.

I would put each map into it's own scene and load that in additively, ideally with Application.LoadLevelAsync if you have Pro.

Check out this link for more mobile optimisation tips.

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avatar image Reloaded23 · Sep 05, 2014 at 04:56 AM 0
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Thank you for your help. This will help me a lot. If you have some other techniques in $$anonymous$$d, you can share that too.

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Answer by tomsk · Sep 03, 2014 at 10:44 AM

Try to get "Draw Calls" to minimum. Ideal for phones is around 50 draw calls, tablets has 100+.. i think

Something about Draw Calls: http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html

And check this: http://docs.unity3d.com/Manual/LevelOfDetail.html - LOD provide you rendering objects with lower quality, which are so far from camera

and this: http://docs.unity3d.com/Manual/OcclusionCulling.html - With OcclusionCulling you dont render objects which you cant see

Of course make new scene for every new level ;)

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avatar image Reloaded23 · Sep 05, 2014 at 04:56 AM 0
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Thank you for your help. This will help me a lot. If you have some other techniques in $$anonymous$$d, you can share that too.

avatar image gjf · Sep 05, 2014 at 11:44 AM 0
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check out these from unite 2014:

https://www.youtube.com/watch?v=yFcI6pFEgjk

https://www.youtube.com/watch?v=2z-1EH5zH0k&list=UUG08EqOAXJk_YXPDsAvReSg

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