Optimizing Array Usage for Mobile Game States in Unity - Performance Concerns
I'm a bit lost with I'm attempting to set up After trying multiple solutions online, I still can't figure this out. Currently developing a mobile game in Unity where managing game states using arrays is pivotal. Each level has an array of enemies, and as the player progresses, the state updates frequently based on player actions. The way I've structured this is with a class that holds the enemy data, which I then store in an array: ```csharp public class Enemy { public string Name; public int Health; // Other properties... } public Enemy[] enemies; ``` As levels progress, I often need to manipulate this array when enemies are defeated or modified based on difficulty scaling. However, I’ve noticed some performance drops, especially on older devices. A typical operation I perform is filtering out defeated enemies: ```csharp enemies = enemies.Where(enemy => enemy.Health > 0).ToArray(); ``` Using LINQ seems convenient, but it feels like it might be causing overhead. I even tried a manual loop for better performance, like so: ```csharp List<Enemy> aliveEnemies = new List<Enemy>(); foreach (var enemy in enemies) { if (enemy.Health > 0) { aliveEnemies.Add(enemy); } } enemies = aliveEnemies.ToArray(); ``` This approach improved performance slightly, but I still feel it could be optimized further. Are there any recommended best practices for handling arrays in Unity, particularly in scenarios involving frequent updates? Any insights into memory management, object pooling, or alternative data structures that could alleviate the performance issues would be appreciated. The goal is to maintain a smooth experience on all targeted devices without significant lag. I'm working on a application that needs to handle this. Has anyone else encountered this? My development environment is Windows. How would you solve this? What's the best practice here?