Is this a good practice? (unlimited run game)

hello guys, i’m very new in unity (or programming in general)
so i have a question, i try to make unlimited running game
quite generic genre and such, the way i design it is, i will make a parent with bunch of road layout as its child ( which all inactive except 1 for start), and then a move the parent toward the player and it’ll go on and on, and will activate and reposition it’s child accordingly

now my question is, as the parent move, it’ll take space in the non-viewable canvas/display on the game world, and it’ll be go until god knows when, is doing it like that a good practice?, will it take and stress up the memory as it goes further?
i have no idea how unity work, and i already try to google stuff regarding this but found nothing

please hand me a rope :smile:, thank you in advance

The setup is solid. If your player runs for tens of thousands of metres, you might run into floating point imprecision - vectors far away from the origin (0,0,0) are simply not as accurate as those close to it.

For that reason, you might want to not move the parent object at all, and instead scroll the child objects. It’ll be a couple of lines of extra code, and you would probably not run into the issue anyways, but be aware of the possibility.

thanks God someone understand what i meant :)), i already post this question on stack overflow but seems no one understand what i meant
thanks a lot, now i can work it on without worries and can set it up properly :smile: