Timeline for I am testing the flyweight pattern on thousands of GameObjects but its not helping save memory. What am I doing wrong here?
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
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| Aug 6, 2024 at 20:30 | vote | accept | mtg | ||
| Jul 20, 2024 at 6:22 | comment | added | Philipp | @mtg Yes. But as I wrote, it's only worth the effort in some very narrow circumstances. All the usual candidates for big blobs of data, like textures or sounds, are managed by the engine. I would have to get creative to come up with a reasonable use-case for this in Unity. The usual reason why you would use ScriptableObject's in Unity is because it somehow makes your content authoring workflow easier. Saving memory is usually only a secondary concern. | |
| Jul 19, 2024 at 22:38 | comment | added | mtg | Oh ok so basically if you have primitive data type fields that don't ever change then it's best to separate them into an intrinsic container like a ScriptableObject. Otherwise, for every class or component in Unity, Flyweight is pretty much not needed? @Philipp | |
| Jul 19, 2024 at 21:56 | history | edited | Philipp | CC BY-SA 4.0 | deleted 243 characters in body |
| Jul 19, 2024 at 21:46 | history | edited | Philipp | CC BY-SA 4.0 | added 519 characters in body |
| Jul 19, 2024 at 21:36 | history | answered | Philipp | CC BY-SA 4.0 |