iOS world size and performance

Hi all,
I have spent the last month or so reading and watching as many tutorials for Unity iOS that I can find. There are some great resources out there and I have learned a lot.

My question:
All of the side scroller tutorials I have come across get you to a point where you have a functioning character running and jumping from platform to platform. All of these example have a fairly small world (like 5 or 6 platforms).

Is this because the performance of an iOS game is limited or is just because that is all that the tutorial decides to include?

If it is limited, how would I approach creating a long level that allows the character to progress along a larger terrain (many sequential platforms)? The concept I would use as an example would be a game like B.C. Quest for Tires. I want to create a similar game for iOS.

If this is possible let me know and I could post some code showing what point I have developed to and hopefully I could find a solution for generating a longer level of terrain. Would I need to create all of the platforms and objects for the level when it loads and then render them when they get close to the camera frame?

Thanks for taking the time to read my post and I appreciate any help the community has to offer.

Take care,
Rob

Thats because what the tutorial included. The point is to show you how to do it, anything beyond that, making use of it is part of your games specific design, adding more platforms etc is all no problems, just do it.

Hi,
Thanks for the quick reply. Just to help me understand (and I will try this out myself), will the engine only render visible objects? For example, if I created 1000 platforms and arranged them end to end but only 10 or so would be visible at any time will the game engine understand this and only render the needed objects?

Sorry for such a conceptual question but it really helps me to understand when I see the big picture.

Thanks,
Rob

only whats in front of the camera within camera range is rendered, right. the ‘whats’ here implicitely carries along the fact that this holds on a per mesh base. so if you have one mesh going from front to end then the whole thing would be sent to the gpu even though only the visible part in the end will be rasterized

Thanks Dreamora,
I will dig in and try and get a level built and see how it runs on my device.

I appreciate the help.

Rob