Timeline for Unity Performance: Recycling Pooled Objects OR Re-Instantiating?
Current License: CC BY-SA 4.0
4 events
when toggle format | what | by | license | comment | |
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Apr 26, 2020 at 19:51 | comment | added | DMGregory♦ | It sounds like you already understand it: if you're going to use it again, don't destroy it. If you're not going to use it again, it's safe to destroy. | |
Apr 26, 2020 at 19:50 | comment | added | IndividualGames | I got another related question: When is it required to call Destroy on an object then? Or is it better to just de-activate it? Is it better to let it sit in memory or just destroy it if it will never be used again? I'm imagining for instance a Tank prefab, which isn't going to be used a lot, so it seems to be a Destroy case, but if the player spams the Tanks then it becomes more of a Pool case. | |
Apr 26, 2020 at 19:29 | vote | accept | IndividualGames | ||
Apr 26, 2020 at 13:26 | history | answered | DMGregory♦ | CC BY-SA 4.0 |