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Desynchronizing MonoBehavior's "Update" from the overall app or UI Toolkit graphic output rendering in Unity?

Is it possible to desynchronize Application.targetFrameRate and Monobehavior's Update() from the graphics output rendering rate ...
mike's user avatar
  • 501
2 votes
1 answer
2k views

How to re-render the scene only when something changes in Unity?

Does Unity continuously refresh the screen or constantly render 3D objects on screen with each refresh? For example, let's say hypothetically you had a screen where you were just text messaging ...
mike's user avatar
  • 501
0 votes
3 answers
2k views

LibGDX efficient colored rectangle rendering

I'm creating a game in which I renderer around 1000 to 2000 solid colored squares per frame, 90% of which are the same size: ~4 px depending on the dpi. I am looking for the most efficient way to ...
Matthew D. Scholefield's user avatar
3 votes
1 answer
3k views

Reduce render time for a tiled map in ThreeJS

I'm working on a WebGL game using Three.js, its been a few days and I found my first issue, render time on big maps. The game runs great, there are even some AI mobs that run around randomly like ...
Jesuso Ortiz's user avatar
1 vote
2 answers
6k views

Efficient way to render tile-based map in Java

Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another ...
vlucki's user avatar
  • 51