Enjoy reading your dev blogs, noticed something that I did some research on a while back. A big chunk of the tree performance issues that show up under Culling in the profiler stem from how they handle colliders. They enable/disable them based on visual range and that's what causes those freezes you get when panning around with large numbers of trees, and overall high cpu that shows up under Culling in the profiler.
Solution is to disable tree colliders. Then create an object pool of colliders that you dynamically place on trees within range of the player using a spatial grid. There is an implementation [URL="https://gist.github.com/gamemachine/e99b675700ee6caafcba"]here[/URL].
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