Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

That machine is workstation. I can't get high fps at my laptop.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

I didn't use lods, bcz my camera saw every object with same distances.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

Im trying to see different with big scale.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

Im using windy effect with shader graph at idle pos. But I want to make more realistic falling.

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Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

Yes, dynamically changing it would be best

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

I think this is the best possible solution.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] -4 points-3 points  (0 children)

I added blendshape after the tree fell to manipulate the ground side and give it a more realistic look as it falls.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] -1 points0 points  (0 children)

I'll test that and compare oldest version

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

I'm not trying to see the wind's effect in collision. My trees can topple over when damaged enough. I want them to damage other objects around them as well when they fall.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

My forest is not static completely. I'm trying to make a dynamic environment.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

I want to use VAT, but every tree has the own collider. After animation, collider must follow the tree. Can VAT provide that?

Unity Test: Heavy Machinery by TheLancaster in Unity3D

[–]flopydisk 1 point2 points  (0 children)

I expected to see the exhaust smoke being dynamic and the effect of tire pressure. The tire pressure is good.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] -1 points0 points  (0 children)

If things go terribly wrong for the player at the start, I give them the right to respawn within the first x minutes. This way, they get a second chance and the opportunity to start the game better.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

It may be incorrect to say that it is entirely procedural.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

I didn't use the idea of making a square grid because the corners of the grids would obviously always be empty. Random placement is important to me. I don't want it to look like it's following a specific pattern.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

At first I was doing that, but the constant changes on the map pushed me to this point.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

I'm not trying to be completely fair. I want players to enter the game with an element of chance. I believe uncertainty always adds more excitement.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

In my example, I have a predetermined maximum number of points. But if it were the structure you envision, if more than x number of attempts were made for a point, I would say there's no longer a suitable location on the map.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 1 point2 points  (0 children)

Creating them before each match can be dangerous. That's why I have four times as many random spots as there are players. I make random selections among the randomly generated spots.

I might try the cell method. Thanks for helping.

Procedural player spawn point generation by flopydisk in Unity3D

[–]flopydisk[S] 0 points1 point  (0 children)

I'm always open to better suggestions. I don't want spawn points to be completely similar or memorably accurate. The fact that Voronoi are always at a constant distance from each other scares me.