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Author Topic: Would a Massive FSM Texture Array Hinder Performance in Scene?  (Read 986 times)

westingtyler

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Would a Massive FSM Texture Array Hinder Performance in Scene?
« on: January 27, 2017, 05:45:22 AM »
The player clicks a wall, selects from 14 text options, and the wall's material is changed to that chosen graffiti texture. Is there any performance hit for having 45 of these FSMs just sitting there in the main system (a big prefab in every scene), waiting to be triggered? Are all the images in the array like, loaded into memory on scene load, thus wasting resources, or anything?