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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 Population appropriate 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.