HOTween.Update() in Profilee

I’m working on a tower defense game and I’m trying to make some more optimizations for it.

I noticed in Profiler that HOTween.Update() take 45% of the cpu power when I have 65 enemies using 2 paths.
Of course each enemy has his own tween hence why it takes so much processing power.
Is there a way to optimize this to not have separate tweens for every enemy and use the same tween?

I think how it works is… With HOTween, any transform you want to tween, on a path, does needs it own Tweener class. So, yes, you would most likely have to have 65 Tweeners, paths, running.

I have switched to HOTween, because it is much lighter than iTween, in general. For your cause tho, I think iTween might be better (or another tween source - all I know tho are these two).

With iTween, I think you could create two paths then just make it so that you call any of the 65 transforms to go to and run along that path. This means, in my mind, there will only be two paths. Not 65. This might be a major difference.

I will have to check that out. I never used iTween, so I will have to document myself on that :frowning:
that would help a lot because right now I have:
HOTween.Update - 45%
Camera.Render - 25%
and the rest is all 0 - 0.1%

So if I could solve the tween problem, it would improve performance a lot, giving more room for things like
FX, more enemies etc.