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Yup! the left and right panning of the camera is what I meant. For the physics objects, maybe you could also try to destroy them a few seconds after they are no longer visible by the camera, or based on distance. But it is on the right track :D

Gotcha. I do Destroy() the objects using an invisible wall behind the player. But both Instantiate() (spawning function) and Destroy() itself has some performance costs. It’s better to use object pooling in this case… so we reuse same oranges again n again. I’m just not experienced enough using object pooling, so I didn’t end up using it. 😂

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That's fine, optimization is usually the last thing one usually thinks about. I don't do it most of the time haha. The wall idea works great, good workaround! Nice!