Hello!
I’m working on an endless runnner game for mobile.
I have predesigned segments of the level that show up in a random order during the game.
These segments have only emptyGameObjects as children that act as markers. The segment has a script attached to it that generates (using object pooling) actual obstacles and pick-ups at their respective markers.
After the player succesfully completes a segment, it should be destroyed, alongside the markers. A new segment should be instantiated in front of him. My question is :
When many empty game objects are instantiated at the same time , is that heavy on the CPU?
Maybe I should replace those markers with something else? How can I make the segment know the position of each element without using empty gameObjects as markers?
I hope I didn’t confuse you too much. Thank you