instantiating is slow because it uses alot of memory for quaternions etc, it seems to slow frames very fast. (there is a way to instantiate raw mesh)
A)What is the maximum instantiations per frame / per second?
B)do objects with > 1500 vertices automatically cause slow frames on today's pc's?
C)is lag related to mesh size?
D)is the only way to control lag by queuing instantiations?
E)should Unity be working on multicore and streamed instantiation code?
↧