What is the best way to represent a large field of objects while using minimal resources? : <p>all I am looking to develop a project in unity, it is for android! I was wondering if I could get some clarity on a few things. My problem involves me trying to creating a universe of stars, 150,000 individual stars to be exact, granted there would only be a certain percentage in view at any one time. What is the most efficient structure for being able to convince the user of a realistic environment while keeping the overhead to a minimum since it will be on a phone? </p>

<p>What type of objects do I want to use to represent the masses of stars vs. the likes of stars in close proximity that require finer details?</p>

<p>What sort of threading structures should I consider while planning this project?</p>

<p>How easily does a project port from unity to android, in such scenarios?</p>

<p>Any help is much appreciated as I am looking to better develop with unity, cheers</p>
