Imagine you have a mesh of only 5 or 6 polygons, and you need to instantiate a whole bunch of them. maybe 100. It's like you press hold the mouse button and will instantiate using a timer. every 0.05 sec. So I noticed that the performance falls dramatically( Draw call arises rapidly) . I'm kinda surprised here since unity is able to handle way more polygons, on each frame. So my guess is that objects that are instantiated on runtime are dealt with differently than ones already there before the level starts. i need to add that after instantiation they are static objects. So what's the best solution out there?
Edit: these small objects are sharing the same material however on the moment they are instantiated i give them a random color.
Cheers,
What do the objects contain? (ie,rigidbodies, colliders etc) chances are the performance falls due to the fact you are instantiating so many objects, once it's caught up with itself and stopped instantiating how does it run?
– anon61858128Oops, I forgot, no rigidbody/collider is attached.
– anon67157431it's still slow even when stopped. I check it with profiler.
– anon67157431