Performance¶
The package avoids several common ecosystem costs:
- Decision checks use randomized intervals.
- Obstacle checks are staggered and use non-allocating sphere casts.
- Plant and fish registries avoid repeated global object searches for target selection.
- Floating particles remain around the camera instead of filling the full world.
- The population manager enforces a hard global cap.
Scaling recommendations¶
- Keep
Maximum Total Populationappropriate for the target platform. - Increase decision intervals before reducing visual quality.
- Use obstacle layer masks to exclude irrelevant colliders.
- Reduce maximum schooling neighbors for very large populations.
- Disable world labels or reduce label distance when profiling CPU-heavy UI.
- Prefer shared materials and avoid unique runtime material instances.
Profile in a player build on the target device. Editor UI and Scene view can significantly affect results.