I’ve been playing around with Unity and in one of the Scenes - there is alot of autogenerated Game Objects and various Serializeable classes serizlized as members to components.
It takes 12 seconds for Unity to start the scene when clicking play, I cannot see any spike in the profiler so Im wondering Is there any limit to how many game objects can be made in a Scene ?
I calculated that I need around 100.000 game objects with around 300.000 components for the project im doing. Is that too much ?
Most of the components doesnt have a Update or Start method , will it still affect the performance ? The main issue is that there is alot of bindings between the components ,so im right now bound to Using one scene for this whole bunch of data.
( The application needs to run on iPhone 4 and up, )
I’m not sure if there’s a limit to max number of gameobjects per scene, but it probably depends on what those gameobjects and/or Components are and also on the memory of the device (iPhone in your case) to play it on.
I would recommend object pooling for you though, atleast for the objects that are duplicates! Especially since you’re developing a phone application.
It definitely will not work with anything remotely close to 100K objects on an iPhone 4. Maybe 1K, which would be pushing it, but 100 is far more reasonable. It’s highly unlikely you actually need 100K objects; there are far better ways of doing things. If for some reason you really do, then I’m afraid you’re going to have to rethink the whole idea since it’s impossible on mobile hardware (and not good even on desktops as you discovered).