#is it normal that I get only around

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desert crag
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I'm using a Processor to send the custom floats to the VAT entities to animate them, but not sure if that's the correct way of doing it

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I tried with an Observer processor to send the custom floats only when I add a tag (to reproduce a different animation), but that doesn't work

primal trail
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cpu time could be consumed elsewhere. the avoidance often contributed the most

desert crag
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(I mean it works but only for a frame)

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hmmm

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I was using a state tree to move the units in random directions

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the weird thing is that I get 60 stable fps if I the camera is looking only at a fraction of the units

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also, I'm using the Movable Visualization Trait to render the units

primal trail
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oh, that normally is caused with your mesh has too many verts

severe idol
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You should run a profile (ex. unreal insights), it will give you a better idea of what is limiting your frames

desert crag
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will check tonight

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thanks a lot!

desert crag
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btw, I need to bake different VATs for each LOD, right?

severe idol