Hi all! I'm an intermediate programmer and new to N4E so I was hoping to see how you DOTS wizards would approach a problem like this.
Context:
In my project that I am developing, objects can be picked up and moved around by the player, however objects are not intended to move when not under a player's transform (they do not interact with the physics system except for raycast queries). This means that the transform positions of items exhibit a behavior where they can be static for substantial amounts of time, but then can also change rapidly and in short intervals while being carried in the hands.
As far as I understand the differences between static and dynamic optimization modes for ghosts, I would ideally like to not have item ghosts' transforms polled for changes (to save server CPU workload) while they are not being carried, as there could be many thousands of items placed in the world.
However, I also understand that static optimization mode doesn't make use of delta-compression, which implies to me that bandwidth usage could be significantly higher if a large number of items are being moved around actively and for an extended period time. As far as I also know, there is no way to transition from static optimization to dynamic and back at runtime.
I'm curious how anyone would approach this issue in terms of optimizing for bandwidth usage, and whether I might need to use a custom solution. Much appreciated.