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Author Topic: Performance Limit for # Hash Tables Per Game Object?  (Read 2040 times)

westingtyler

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Performance Limit for # Hash Tables Per Game Object?
« on: October 18, 2016, 09:24:42 AM »
Is there any performance hit or risk if I place like 10 Playmaker Hash Table Proxy components, each containing up to 20 entries, each with a difference reference name, onto a single game object for creating prefabs of different categories?

djaydino

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Re: Performance Limit for # Hash Tables Per Game Object?
« Reply #1 on: October 18, 2016, 11:35:52 AM »
Hi.
No, i believe jean tested this a while ago with hundreds hashtable/arrays.
But creating many prefabs can have a performance hit.

You should look into Object Pooling.

You can build your own pooling system using arrays or you can buy an asset from the store.
Pool manager  has custom actions here and on the Ecosystem (search pool manager)

i bought the bundle from them a while ago when it was on sale and i love it :)

jeanfabre

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Re: Performance Limit for # Hash Tables Per Game Object?
« Reply #2 on: October 20, 2016, 05:05:36 AM »
Hi,

 Djaydino is right, you'll be fine.

 However, where you may face issues is how often and what you are doing with these data. You'll need to be wise  on that side of the logic.

Indeed, spreading a bit could benefit clarity, more than performances. I tend to have one GameObject hosting only hashtables of the same topic, but that's purely for organization, not performances.

 Bye,

 Jean