When developing large-scale open-world games, one of the biggest challenges is maintaining performance while creating a dynamic and immersive environment. One way to optimize game performance is by managing the number of objects that are active in the scene at any given time. In this article, we’ll explore a simple yet effective Unity script that enables and disables static objects based on the player’s distance, helping reduce unnecessary resource usage and keep your game running smoothly.
The Problem: Static Objects in an Open-World Game
In open-world games (like the ones we see in Grand Theft Auto or other sandbox-style games), the player can move across vast areas filled with countless objects—NPCs, vehicles, buildings, and more. However, not all of these objects need to be active at all times, especially if they’re far away from the player.
Leaving distant objects enabled unnecessarily can lead to performance issues, especially if there are hundreds or thousands of them in the scene. The more active objects there are, the more resources the game will use, which could result in lower frame rates and a less smooth gaming experience.
The Solution: A Distance-Based Object Enabler/Disabler
By enabling and disabling static objects based on their distance from the player, we can ensure that only the objects within a certain proximity are active, optimizing the game’s performance. The script we’ll discuss accomplishes just that. It checks the distance between the player and all static objects in the game world every few seconds and enables or disables them depending on whether they’re within the defined range.
How the Script Works
The script works by performing a distance check between the player and static objects in the game world every 3 seconds. If an object is within a set range (such as 100 meters), it remains active, allowing the player to interact with it. If the object is farther than the threshold distance, it gets disabled, freeing up resources.
Here’s a breakdown of how the script works:
- Tagging Static Objects: The script looks for objects in the scene that are tagged with “staticobjects”. You need to make sure that all objects you want to control with this script are assigned this tag in Unity.
- Distance Calculation: The script calculates the distance between the player and each object. If the object is within the defined range (e.g., 100 meters), it remains enabled. If the distance exceeds the threshold, it gets disabled.
- Efficient Performance: The distance checks are only performed every 3 seconds, rather than every frame. This drastically reduces the processing power required to enable/disable objects, improving overall performance.
- Simplified Logic: The script avoids complex physics or interactions by focusing solely on static objects, meaning it doesn’t affect moving objects, NPCs, or vehicles in your game. It’s perfect for objects like distant buildings, trees, or other environmental elements that don’t need constant updates.
The Code:
Here’s the full script:
using UnityEngine;
public class ObjectManager : MonoBehaviour
{
public float distanceThreshold = 100f; // The distance at which objects are disabled
public Transform player; // The player object
private GameObject[] staticObjects; // Array to store the objects with the "staticobjects" tag
private float checkInterval = 3f; // Time between checks in seconds
private float lastCheckTime = 0f;
void Start()
{
// Find all objects with the "staticobjects" tag
staticObjects = GameObject.FindGameObjectsWithTag("staticobjects");
}
void Update()
{
// Check if it's time to perform a distance check (every 3 seconds)
if (Time.time - lastCheckTime >= checkInterval)
{
lastCheckTime = Time.time;
CheckObjectDistances();
}
}
void CheckObjectDistances()
{
foreach (var obj in staticObjects)
{
// Calculate distance to the player
float distance = Vector3.Distance(player.position, obj.transform.position);
// Disable or enable objects based on the distance
if (distance > distanceThreshold)
{
obj.SetActive(false); // Disable object if it's beyond the threshold
}
else
{
obj.SetActive(true); // Enable object if it's within the threshold
}
}
}
}
How to Use This Script
To use this script in your Unity project, follow these simple steps:
- Tag Your Objects: First, ensure all the static objects you want to manage are tagged with the “staticobjects” tag.
- Attach the Script: Create a new empty GameObject in your scene (e.g., “ObjectManager”), and attach the script to this object.
- Assign the Player: In the Unity Inspector, drag and drop your player GameObject into the
playerfield of the script. - Adjust the Distance Threshold: You can tweak the
distanceThresholdto control how far away objects need to be before they are disabled. The default is set to 100 meters, but feel free to adjust it to fit your game’s scale.
Why This Script is Useful
This script is an effective and easy-to-implement solution for optimizing the performance of your open-world game. By disabling distant objects, your game will run more smoothly without sacrificing the player’s sense of immersion. The 3-second check interval strikes a good balance between responsiveness and performance.
Whether you’re developing a GTA-style game or any other open-world environment, this technique helps keep your game running efficiently while maintaining the appearance of a large, dynamic world.
Conclusion
Game performance is crucial, especially for large-scale games with open-world environments. By selectively enabling and disabling static objects based on distance from the player, you can significantly improve performance without sacrificing the gameplay experience. This simple Unity script offers a straightforward solution to this problem, making it a valuable tool for any developer working on resource-intensive games.
Feel free to modify the script to suit your specific needs, and happy coding!