Low framerate with culling mask set to nothing?

So at the moment all my game does is generate a world of tiles and objects, all in 2D (everything being quads with no colliders placed beside or on top of each other). I set the culling mask on the camera to nothing so that nothing is rendered and I got these stats in two separate cases.


10x10x9 world (~950 GameObjects)

http://puu.sh/50jHN/36c8bc477d.png


200x200x9 world (~380,000 GameObjects)

alt text


I guess I’m not really sure why the framerate is dropping so low when nothing is being rendered on the screen. These stats are after the entire world has been generated and the only script utilizing update() is simply checking for basic keyboard input and nothing else. Is the amount of GameObjects slowing it down this much? If so that won’t be welcome news considering there’s no way I can think of minimizing the GameObject count, and I was hoping to increase it.


Card name: NVIDIA GeForce GTX 560

Memory: 8192MB RAM

Processor: Intel(R) Core™ i5-3570K CPU @ 3.40GHz (4 CPUs), ~3.8GHz

Operating System: Windows 7 Home Premium 64-bit

The amount of GameObjects (380,000) was indeed slowing the FPS to a crawl, even though the GameObjects had empty update() scripts running between frames.

By making only a couple hundred GameObjects with custom meshes that hold thousands of tiles the FPS is significantly increased, well into thousands of frames per seconds compared to around ten. Creating custom meshes that hold many objects is definitely the way to go for procedural generation, at least in my case.

Unity’s tutorial here got me going pretty quickly.