rococo Posted January 23, 2021 Share Posted January 23, 2021 Say our camera only shows a portion of the full world, and we have many game objects that are not visible in the current portion of the world shown in the camera. My guess is that the other objects still get `update()` called even while offscreen. But does Phaser try to render those objects at all, or does it check bounds to see that those objects aren't currently visible? So for example, if the game has 10,000 objects in the game world (and assume all of them have effectively empty update() functions) and the camera shows 100 objects at a time, would there be any performance issues? Link to comment Share on other sites More sharing options...
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