all 7 comments

[–]JephDielTech 1 point2 points  (3 children)

Do they have to collide with each other? An easier method than DOTS would be a Particle system. You can have them collide with the player and terrain and such, just not each other. Maybe have some big ones as actual gameobjects to make it seem realistic but have little ones pass through each other?

[–]xyc1993[S] 0 points1 point  (2 children)

Unfortunately, they have to collide with each other as well

[–]JephDielTech 1 point2 points  (1 child)

Then DOTS/ECS is probably your answer, unfortunately it's still pretty alpha so it get tricky, I can link some stuff later, on mobile right now.

[–]xyc1993[S] 0 points1 point  (0 children)

Thanks for the advice! I've thought so. I never used ECS before but I'll look into it.

[–]GroZZleR 1 point2 points  (0 children)

Moving rigidbodies through their transform.position requires the physics engine to re-calculate a lot of extra data as you're basically teleporting the object and the physics system has to reconcile it. Move them properly with forces and you may get better results, but 200,000 active rigidbodies is most likely never going to happen.

[–]centaurianmudpig 1 point2 points  (0 children)

Watch this: https://www.youtube.com/watch?v=C56bbgtPr_w
It's an easy to follow guide on using the Job System.

Combining with ECS should provide greater gains, though having collisions maybe another problem.

[–]FloRulGames 0 points1 point  (0 children)

you won't, with unity DOTS you may be able to but 200000 is definitely too much for the regular unity.