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Vaillancourt
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My game project involves collecting items that will be displayed in trophy cases of sorts.

There could be several hundred objects as the scale of the project increases, each with their own position, rotation and scripts.

I would find it easier to place the assembled items in their correct location using the editor and set their canvas group alpha to 0 (and set booleans in the script to inactive etc) and 'activate' them when they are 'collected' rather than instantiate them from prefabs as GameObjects.

My main question is about performance, is it costly to have my Gameobjects set in scene & created but set to 0 alpha? I don't need these objects to move or be destroyed etc.

My second question is about best practices for gamearchitecture design, is this a horrible way to do things? is a workaround for instantiating prefabs just lazy and counterproductive?

My game project involves collecting items that will be displayed in trophy cases of sorts.

There could be several hundred objects as the scale of the project increases, each with their own position, rotation and scripts.

I would find it easier to place the assembled items in their correct location using the editor and set their canvas group alpha to 0 (and set booleans in the script to inactive etc) and 'activate' them when they are 'collected' rather than instantiate them from prefabs as GameObjects.

My main question is about performance, is it costly to have my Gameobjects set in scene & created but set to 0 alpha? I don't need these objects to move or be destroyed etc.

My second question is about best practices for game design, is this a horrible way to do things? is a workaround for instantiating prefabs just lazy and counterproductive?

My game project involves collecting items that will be displayed in trophy cases of sorts.

There could be several hundred objects as the scale of the project increases, each with their own position, rotation and scripts.

I would find it easier to place the assembled items in their correct location using the editor and set their canvas group alpha to 0 (and set booleans in the script to inactive etc) and 'activate' them when they are 'collected' rather than instantiate them from prefabs as GameObjects.

My main question is about performance, is it costly to have my Gameobjects set in scene & created but set to 0 alpha? I don't need these objects to move or be destroyed etc.

My second question is about best practices for architecture design, is this a horrible way to do things? is a workaround for instantiating prefabs just lazy and counterproductive?

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Unity: Hiding Game Objects vs Creating them

My game project involves collecting items that will be displayed in trophy cases of sorts.

There could be several hundred objects as the scale of the project increases, each with their own position, rotation and scripts.

I would find it easier to place the assembled items in their correct location using the editor and set their canvas group alpha to 0 (and set booleans in the script to inactive etc) and 'activate' them when they are 'collected' rather than instantiate them from prefabs as GameObjects.

My main question is about performance, is it costly to have my Gameobjects set in scene & created but set to 0 alpha? I don't need these objects to move or be destroyed etc.

My second question is about best practices for game design, is this a horrible way to do things? is a workaround for instantiating prefabs just lazy and counterproductive?