Environment Pooler
Danilec
$24.99
$47.76
48%OFF
(no ratings)
Date |
Price |
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Date |
Price($) |
01/08(2024) |
47.76 |
09/23(2024) |
24.99 |
11/25(2024) |
24.99 |
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This asset is designed to reduce performance impact for scenes that should have a lot of environment decorations. Not Instantiate and Destroy - jus pool!
Two modes: cartesian and polar.If you designed your scene environment with Gena for example, you can have a very beautiful scene but with tones of GameObjects. Lights, particles, combinations, any type of prefabs.What are possible steps to improve the performance and get High fps?Not to have all these gameObjects in your scene! How?Instantiate and Destroy depending on zone?Well, if these operations would not be so performance costly, it would be enough, yes. But it is not.That’s why you can use this asset. In a few words is:Store transform information of the gameObjects that should be in the sceneSpawn without huge impact on performance some portion of them in inactive state.Depending on the location of the Player locate accordingly nearest environment prefabs using chunk philosophy and respecting settings of the pooler (segmentation of the area)Reuse - pooler philosophy2 modes:If you have uniform distribution of the environment - you can useCartesian mode. If you have in your scene some big object and the stuff can be around it - Polar mode. Also you can separate your environment per pooler and you can have different poolers at same time.Examples:you have a town or a forest. You can use Cartesian mode.you have an Island and you want to put underwater prefabs around? - Polar mode.and for the Island itself you can use Cartesian mode. (so in the scene you can have 2 poolers)Important:The asset is designed for a static environment. Good example: Imagine an underwater environment teeming with corals, jellyfish, particles, lights, etc. Not supported example:Consider an environment where you can destroy or move objects. For instance, in your underwater environment, there might be rocks that can be moved or destroyed. These GameObjects should NOT be included in the pooler logic.Without Demo folder the package weight (scripts and prefabs folders) is around 45 KB. Some comparison:In the demo scenes there are simple prefabs already with LODs and materials with GPU instancing:Cartesian scenes:6484 GameObjectsPolar scenes:7288 GameObjects FPS in Editor:CartesianNoOptimized:20-40 FPSCartesianPooler:250-300 FPSPolarNoOptimized:30-50 FPSPolarPooler:130-200 FPSBuilds:CartesianNoOptimized:428 MBCartesianPooler:394 MBPolarNoOptimized:432 MBPolarPooler:394 MBScenes weight:CartesianNoOptimized:26 MBCartesianPooler:15 KBPolarNoOptimized:28 MBPolarPooler:17 KBIn my own project that I was working on in the underwater part.I had 18000 GameObjects and with Pooler I achieved 200 fps. The differences on Build size was: not optimized - 8GB, with pooler - 1GB.