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I do, it's just putting many features together that collapse, also there is a size there I can't track code, and hen I abuse encapsulating code into function, it make tracking bug a nightmare, after a few inception scroll and I forget what I was doing. There's plenty of savings to be had if you figure out specifically what your unique case needs and build something custom that only does that, in the most efficient way possible. We did have a bunch of ideas to push the limit up further, but since we'd already exceeded our spec'd requirements we didn't get to try any of those out.īasically, Unity's built in stuff is great, but it's built to meet broad and generic requirements. Rendering wasn't the bottleneck in either case. A simple test with a mockup of our custom system had several tens of thousands on the same hardware. In our tests, for our needs Unity's built-in systems topped out at around 6,000 units on our target hardware. We did it by making a custom system built specifically around the types of interactions we needed. In my project rendering wasn't really a concern, but we still had to handle all of the "physics" side of things. I've done something similar myself, albeit less graphically focused.
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Those tools simply aren't built for this kind of use case. Click to expand.People saying it's impossible to do this kind of thing in Unity are almost always referring to using the built-in, general purpose tools.