Slightly Improved - More Work Needed

25 days ago
2

So the trouble with this tyle system is
that these are not the typical sprites to begin with.
They're 3D meshes, which makes them a lot to process.
Despite that I've found a way to better manage them.

I'll explain it like this...
All the tiles fill the screen, but they're hidden.
Caching them this way, then hiding and making them appear when needed is just lighter on computation.
The problem then is having many blocks on the screen at one time. But also, having sorting group components on each.
It turns out, that's what kills my program.
Over 4,000 or so sorting group components is something Unity can't handle.
It's better to delete the superfluous blocks/gameObjects that aren't even visible. I've had to create for loops that identify the disabled blocks as well as for loops that destroy the blocks.
All of this happens in the blink of an eye.
So while it means very little to the viewer, it's meant about a week of writing and testing code. And I'm still in the thick of it.

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