So a little followup on the whole optimizing a big scene thing. My optimizing worked, but not well enough. I need to go further. The debugger reports that draw calls is the biggest performance hog on this specific level with several thousand objects.
I see two options: Dynamically destroy and create assets as I progress through the level to keep the object count low, or put asset outside the screen on an invisible layer. My question is, will this last option have any effect?
It's hard for me to tell since I won't notice any performance issues before i export (which takes about 20 min) and try it on my laptop, so I would appreciate some advice before i tackle the potential huge undertaking of the first option.
Thanks