> For the complete documentation index, see [llms.txt](https://vsxgames.gitbook.io/universal-vehicle-combat/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://vsxgames.gitbook.io/universal-vehicle-combat/radar-system/improving-radar-performance.md).

# Improving Radar Performance

The radar system is one of the more performance intensive parts of the kit, especially when there are many targets in the scene at once. Although a lot of work has gone into improving the efficiency of everything, there are some ways you may be able to improve performance depending on your use case.

### Group Target Updates

The most performance intensive part of the radar system is when a radar (**Tracker**) updates its targets list.

If you have multiple vehicles in a group, for example an AI fleet or convoy, you can divide the target updates for the members of the group between multiple frames, so that they are not all updating their target information every frame.

To do this:

1. Add a **Group Tracker Updater** somewhere in the scene
2. Set the *Tracker Updates Per Frame* to however many updates you want to occur each frame, with a minimum of 1.

In the inspector, you can add:

* &#x20;**Tracker** components directly
* **Game Agents** - the **Tracker** components of the vehicles they enter will be added
* Spawners - references to **Piloted Vehicle Spawners** whose spawned vehicle's **Tracker** components will be added.


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