Hi,
does any of these use up processing power, and if so, how much?
- Empty game objects. For, say, waypoints, controlled by its tag.
2a) Gameobjects that are not rendered by any camera.
2b) … that has meshfilters, animations, colliders, the whole shebang.
3a) Gameobjects (as in 2a and 2b) that have been turned off in the inspector.
3b) … or inactivated via script.
I would be interested in any replies.
W.A.
Generally speaking, objects that have no geometry or are completely out of view don’t have any rendering overhead. Objects with no rigidbodies or colliders have no physics overhead and objects with no regular update functions on their script have no script update overhead. Static colliders and sleeping rigidbodies have a small overhead in terms of checking, but this is negligible in most cases. Objects that have had one of these features deactivated don’t have any overhead for that feature (eg, something with rendering switched off doesn’t have a rendering overhead, etc).