x


Performance problems after adding "some" Objects + Script

Hello,

I'am new with Unity and I have currently a small Performance Problem. What I do is,

  1. I Instantiate a Prefab of an Sphere (Planet) , about 50 and add an Component (JS Script) to each Planet
  2. I Instantiate a Prefab of an Rock for every Planet, about 30 , parent it to the Planet, place it on the Surface, and add an Component (JS Script) to each Rock.

And the the Performance Problems Starts. Them models at all are not High Poly so I get Max 125k Tris at the View port.

When I didnt add the Component JS Script to the Rocks it works fine. But the Script does nothing at all, I just use it to store Data for the Rock which it is assigned to.

Is just the Number of Objects with assigned Components to High? (50 * 30). Or is there somewhere else the Problem? The Planet btw have an Sphere Collider and the Rocks Capsule Colliders.

  • Paul
more ▼

asked Aug 14 '10 at 11:06 AM

X-Tender gravatar image

X-Tender
3 2 2 5

You would need to post your script for us to look at. The number of objects sounds fine so it most likely a poorly optimized script.

Aug 14 '10 at 01:27 PM Julian Glenn

The Script does nothing. It only stores some variables.

Aug 14 '10 at 07:32 PM X-Tender
(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first

Ok it looks like that it was an hardware problem with my PC. Sorry for asking ;)

more ▼

answered Aug 22 '10 at 10:28 AM

X-Tender gravatar image

X-Tender
3 2 2 5

(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x1725
x678
x312

asked: Aug 14 '10 at 11:06 AM

Seen: 657 times

Last Updated: Aug 14 '10 at 11:06 AM