I’m not sure what that means… but I’ll let it be for now. Keep in mind that you have posted in the scripting area of the forum which is all about “code that needs fixing.”
We humans are abysmal at judging what is efficient in a computer. If you have 5 hexes it’s probably fine… 50 hexes? Maybe… 500000 hexes? Probably not.
Have you even done any profiling or is this just speculative optimization?
DO NOT OPTIMIZE “JUST BECAUSE…” If you don’t have a problem, DO NOT OPTIMIZE!
If you DO have a problem, there is only ONE way to find out. Always start by using the profiler:
Window → Analysis → Profiler
Failure to use the profiler first means you’re just guessing, making a mess of your code for no good reason.
Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.
https://discussions.unity.com/t/841163/2
Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.
Notes on optimizing UnityEngine.UI setups:
https://discussions.unity.com/t/846847/2
At a minimum you want to clearly understand what performance issues you are having:
- running too slowly?
- loading too slowly?
- using too much runtime memory?
- final bundle too large?
- too much network traffic?
- something else?
If you are unable to engage the profiler, then your next solution is gross guessing changes, such as “reimport all textures as 32x32 tiny textures” or “replace some complex 3D objects with cubes/capsules” to try and figure out what is bogging you down.
Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.
This sort of speculative optimization assumes you’re properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.
FINALLY…
How to report your problem productively in the Unity3D forums:
http://plbm.com/?p=220
This is the bare minimum of information to report:
- what you want
- what you tried
- what you expected to happen
- what actually happened, log output, variable values, and especially any errors you see
- links to documentation you used to cross-check your work (CRITICAL!!!)
The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven’t put effort into finding the documentation, why should we bother putting effort into replying?
Do not TALK about code without posting it. Do NOT retype code. Copy/paste and post code properly. ONLY post the relevant code, and then refer to it in your discussion. Do NOT post photographs of code.
If you post a code snippet, ALWAYS USE CODE TAGS:
How to use code tags: https://discussions.unity.com/t/481379