Hi,
I tested play an audio when an object fall to a ground by using trajectory. It work Ok as I expected but I recognized that the audio source is instantiated as a new child of the Game object for every impact event. It's not a pooled object so it will remain in the scene until end of the game. I think the problem is when 1000 impact event is fired that will create 1000 Audio Source that will consume the game's memory !?
Correct me if I'm wrong, please.
Thank you very much.
I tested play an audio when an object fall to a ground by using trajectory. It work Ok as I expected but I recognized that the audio source is instantiated as a new child of the Game object for every impact event. It's not a pooled object so it will remain in the scene until end of the game. I think the problem is when 1000 impact event is fired that will create 1000 Audio Source that will consume the game's memory !?
Correct me if I'm wrong, please.
Thank you very much.