I'm building a Survival FPS and using Object Pooling to spawn and remove NPC's. So far I have only added 2 types of enemies. 1) Fantasy Skeleton 2) Strong Knight both from the Asset Store. When I run the game it seems to be working fine with the Skeleton no matter how many of them I spawn say 20 or 30 but the same way if I try to spawn a Knight it gets all slow and laggy after 3 spawn from the various spawn points. I'm really left puzzled here as Object Pooling is supposed to reduce the computational cost for the game. Is there something I'm overlooking here? or what are the limitations of object pooling?
SideNote: The Knight does have a set of complex animation state machines where are the skeleton only has four states of animation. Does this affect object pooling?
Thanks -N,I'm building a Survival FPS and using Object Pooling to spawn and remove NPC's. So far I have only added 2 types of enemies.
1) Fantasy Skeleton
2) Strong Knight
both from the Asset Store.
When I run the game it seems to be working fine with the Skeleton no matter how many of them I spawn say 20 or 30 but the same way if I try to spawn a Knight it gets all slow and laggy after 3 spawn from the various spawn points.
I'm really left puzzled here as Object Pooling is supposed to reduce the computational cost for the game.
Is there something I'm overlooking here? or what are the limitations of object pooling?
SideNote: The Knight does have a set of complex animation state machines where are the skeleton only has four states of animation. Does this affect object pooling?
Thanks
-N
,
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