Reputation: 121
I am currently developing a 3d dungeon crawler which implements a procedural dungeon generation system which works perfectly fine. However the game is not very performant. I have tried a few optimization tricks I heard like:
I should mention that i am using deffered lightning and I am activating the torch point lights as the players walks in the room. There aren't any baked lights everything is realtime. Every room prefab uses the same metrial and is not copied when the room is instantiated.
Some screenshots to help you understand better:
If you need anymore info, please don't hesitate to ask. Thanks you
Upvotes: 1
Views: 543
Reputation: 1
Might be overkill, but have you thought about making the meshes a subscene / an entity using dots. Then just handle the colliders separately.
Hope that works for you.
If that is still having issues you may consider removing any colliders that are outside of a certain distance from you, and loading them in when you get close.
Upvotes: 0