Proper use of PhotonNetwork.Instantiate and Destroy?

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Is it safe to use PhotonNetwork.Instantiate frequently? Is there any limit to the amount of objects you can PhotonNetwork.Instantiate and Destroy in once room instance without affecting stability?

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  • gnoblin
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    An example would help a lot! :)
  • Leepo
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    You can check PUNs sourcecode to see what's being done exactly: basically there is an RPC send out to all players and every client uses Unity's built-in Instantiate to create the new objects. And yeah, some stuff is added to lists here and there.. Nothing that should kill performance when done a few hundred times during a game session.

    Two important notes:
    - On mobile devices Unitys Instantiate/Destroy on itself are already too heavy to call (too) regulary (instead it is better to swap between pre-instantiated objects). So in case you're aiming mobile you'll need to keep this in mind.
    - If every object that you instantiate uses the PhotonViews observe option, your network usage will increase very quickly.

    Using it for the players character/car it's perfectly fine to use, using it for every bullet/rocket that is being fired is crazy.
    I hope this helps a bit? Otherwise you can try to explain your situation.