How to sync transform of large no. of gameobjects

I am making a snake multiplayer game for android. The snake got many body parts. Something like this:

Each body parts have its own Network Transform to sync position and rotation. The problem is when the snake grows its body parts FPS drops down drastically. I used the profiler and found the problem is with the network transform.

So, in short how to sync positions of 200 gameObjects.

From the profiler picture, it seems to be GUI related, not the syncing.
Maybe when expanded it’ll show syncing taking up the cost? I don’t really use Netcode for game objects.

If it is the transform syncing cost, maybe refactor it so each head doesn’t need it’s own syncing.

As far as I know, Netcode for game objects transform syncing performance isn’t too good. Although I remember a pull merged a while ago that made improvements to it’s performance.
So i don’t know how good it is currently compared to before.

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I fixed it by including only one NetworkTransform at head and letting the other tail parts follow the head through script