Hello
I have been working on a game in Unity that requires rendering and managing a large number of objects on screen simultaneously. However; as the object count increases, performance starts to degrade, leading to noticeable frame drops. ![]()
While using object pooling helps, it doesn’t fully solve the issue when thousands of objects need to be updated in real-time. ![]()
I’m curious to know what techniques others have used to optimize large object counts in Unity. Would ECS (Entity Component System) be a viable solution in this case? ![]()
Are there best practices for culling, batching, or LOD (Level of Detail) that can significantly improve performance?
I’d also appreciate insights on efficient physics handling and whether multi-threading can help in certain scenarios.
For those new to performance optimization, this Unity Performance Optimization Guide provides a good starting point. Checked https://unity.com/how-to/project-configuration-and-assets-Looker Course guide related to this and found it quite informative.
However, I’d love to hear more advanced tips and real-world solutions from experienced developers in this forum!
Thank you !! ![]()