Slastraf Posted October 9, 2015 Share Posted October 9, 2015 In unity you have the ability to select how detailed the animation gets rendered in frames per second. how would this be possible to determine in the crawler prefab ( MonsterAI script )? I want to get more fps in the game when there are very much crawlers in the scene. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 10, 2015 Share Posted October 10, 2015 I don't understand what you're trying to do. You're trying to increase the framerate by modifying the animation speed? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted October 10, 2015 Share Posted October 10, 2015 Think interpolation, As you get farther from an entity or have a certain amount of entities on screen you reduce the amount of animation steps you actually Process. Look at the Creatures in the background. The animation is in sync but the number of animation frames processed is reduced. Quote Link to comment Share on other sites More sharing options...
Slastraf Posted October 10, 2015 Author Share Posted October 10, 2015 Think interpolation, As you get farther from an entity or have a certain amount of entities on screen you reduce the amount of animation steps you actually Process. Look at the Creatures in the background. The animation is in sync but the number of animation frames processed is reduced. yes thats what I am talking about, but I want to reduce the frames for every crawler in the scene Quote Link to comment Share on other sites More sharing options...
Josh Posted October 10, 2015 Share Posted October 10, 2015 You could skip the animation update every other frame, but you will get jittery motion. And you don't even know that animation is your bottleneck, so it might not make any speed improvement at all. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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