beeeenB
Normal2y ago
6 replies
beeeen

Does an inactive RealtimeComponent utilize bandwidth?

In our game, we have an object with multiple states. To simplify things, we have each of those states represented by different child objects that we can activate/deactivate depending on the desired configuration. The configuration is decided upon the object's instantiation and doesn't change throughout its life.

However, each of these configurations use RealtimeComponents. As I was debugging some things today, I noticed that the RealtimeComponents on the deactivated configurations (therefore gameObject.isActiveInHierarchy == false) were still having their models initialized and created, despite them being completely unused.

This leads me to think that these unused RealtimeComponents are still using up bandwidth and are creating entries in the Datastore. Is this accurate? If we removed the unused realtime components (such as by splitting the different configurations into different prefabs), would it reduce our bandwidth usage, packets received, and possibly increase game performance/stability?
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