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 !!