With pleasure! I just finished my graveyard mechanics (didn’t know that had a name) where I persist all the player’s corpses for all eternity. I wanted to track and visualize a player’s “progression” in my survivors-like.
That pile is however a result of development, as I was trying to fix a ragdoll explosion issue with the world exit trigger which kills the player and drops the corpse above that location. So yeah, pretty intensive testing. ![]()
I now have >300 corpses on the map, no performance impact, and loading all the json files and instantiating the bodies takes 150 ms.

