This is more of a conscious check due to some performance issues my team has been encountering.
Is there by any chance a recommended cap for the number of Components/MonoBehaviours that can be created (through AddComponent()) and removed (through Destroy()) every FixedUpdate? Of course, I am not considering the obvious "the more objects created/destroyed, the less performance". I just wanna make sure I am not getting stuck in a pipeline that i am not aware of, or if there are any good Unity practices on such subject that I could learn (besides the also obvious "the less possible objects, the better").
Thanks in advance.
asked Dec 06 '11 at 08:01 PM