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Base Builder

Discussion in '2D' started by Heliosq, Jul 17, 2018.

  1. Heliosq

    Heliosq

    Joined:
    Dec 21, 2017
    Posts:
    5
    Hey guys,

    I'm new to unity and on the verge to build a base builder.

    I was following the tutorial of quill18creates here:
    and realized that his implementation isn't even close to be capable to process multiple "woker" at the same time. I added multi threading to fix this issue. So the game is able to run a few hundred "worker" without lag.

    It's just a proof on concept and it's pretty clear that the code would need a whole work over. Unity has added a https://docs.unity3d.com/Manual/Tilemap.html feature since the creation of the tutorial. The performance of the tilemap convinced me to follow that route.

    So a fresh start with my own implementation is what I'm intending.

    Can you think of any tipps for me? Dos and don'ts?
    How is it even possible to get a "worker"/"agent" count like this
    . It seems like thousands of workers. Ok, it's preety obvious to have a limited amount of active workers/agents at a time but still, there are moving alot of guys in that game.

    Any tipps?

    Thx in advance. Sorry, I'm not allowed to create any tags for this thread (tile map, agents, worker, multi threading).

    greetings