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Performance Issues With Voxel Game

Discussion in 'Visual Scripting' started by Deleted User, Aug 9, 2022.

  1. Deleted User

    Deleted User

    Guest

    Alright, so I have been working on a voxel game with procedurally generated terrain, each block/voxel is a model consisting of 3 cubes, these blocks have not been optimized, the only blocks that appear in the world have less then 6 neighboring blocks, I have a 48x48 world currently being rendered and it is really laggy, any help with this, preferably using visual scripting. Thanks in advance.
     
  2. unity_0DF4EB144C45323B4366

    unity_0DF4EB144C45323B4366

    Joined:
    Aug 2, 2022
    Posts:
    6
    i dont know if this helps but i watched a video talking on rendering upload_2022-9-7_2-4-28.png
    that tells you to remember to make it static and make it many times faster.

    might I ask is there are any vs videos out there covering randomly generated terrain?
     
  3. Trindenberg

    Trindenberg

    Joined:
    Dec 3, 2017
    Posts:
    398
    Cycling over lots of items is slow. This is approx 2500 actions × nodes per action. Anything iterative, at this stage needs to be in code, preferably custom node while using VS as a messenger/switch/input.

    Max action per frame is pushing it at 5000, bear that in mind.