I am trying to make a valid comparison of texture projection in general versus another technique I am working on.
To make this comparison I was considering implementing my own texture projection algorithm but I might just use Unity's standard asset projector component if there is little or no significant **overhead** to spawning a lot of them.
I realize that spawning a lot of projectors is computationally expensive but I want to know how expensive the actual texture projection and disregard the GameObject/Component overhead.
- How efficient is the Unity Projector
implementation compared to other
texture projection implementations?
- How much overhead is there from
spawning many Projectors (Thousands)?
- Is there a way of reusing the same
projector multiple times in the same
frame, cutting down on GameObject/Component overhead?
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