#ask say my game have many asteroids falling down, and when it - TopicsExpress



          

#ask say my game have many asteroids falling down, and when it collides with either player or ground it will explode with one shot audio. in the inspector when some certain pattern with massive numbers of explosion occurs, there are just too many One Shot Audio gameObjects. and when the explosion ends it will be gone. the thing is, isnt that basically instantiate and destroy the audio objects? does it affects performance badly? since my previous project turns out runs really lag on mobiles, Im trying to optimize as much as I can in this project. im using AudioSource.PlayClipAtPoint(clip,pos); I always use same audio conversion (96kbit/s OGG) thanks before :)
Posted on: Mon, 15 Sep 2014 17:00:38 +0000

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