Just want to ask if you guys know any game design or game dev methods for this problem or can share any videos? These are my current possible solutions:
- spawn all the objects close to the player and despawn them if far. However this issues comes with garbage collecting lag spike which I think applies to all
- level streaming but I’m pretty sure unloading levels also cause GC lag spikes?
- object pool all items, issue when players too many furniture close together
- make the furniture not be able to leave the house
- an actor as manager that instanced static mesh all the of the furniture and when the player interacts which you then switch out a copy that is intractable then when they stop switch back to an instanced static mesh. But I still have to unload the the instanced static mesh or the actor manager if it’s only for a local region which has GC?
- maybe I should turn off the GC and trigger it manually when loving far and increment despawn objects? Don’t know if viable or where to start with that.