Seeing as we are crrently instantiating a prefab for every grid position in our level, is there ever a point where we will run into performance issues as the game scales up and levels become bigger and more complex. Wondering if this would be a good use case for pooling or other methods to reuse less game objects.
Yup correct, this approach would not be suitable for giant maps. In those cases the best option would probably be using a dynamic mesh tilemap Custom Tilemap in Unity with Saving and Loading (Level Editor) - Code Monkey
Pooling wouldn’t help because the objects are not being constantly destroyed and spawned, they only spawn once and they’re reused so they’re already “pooled”
1 Like
This topic was automatically closed 20 days after the last reply. New replies are no longer allowed.