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Post by chaosriftgames on Oct 2, 2018 18:25:02 GMT
What pooling would you recommend for Invector? There is a massive slowdown with impact effects and decals.
I tried one recently and all the decals ended up spawning in a single location no matter where I shot.
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Post by shadex on Oct 3, 2018 22:05:44 GMT
What pooling would you recommend for Invector? There is a massive slowdown with impact effects and decals. I tried one recently and all the decals ended up spawning in a single location no matter where I shot. By the way, if you get the add-on for the one you tried, and add a script that does stuff, it will fix those problem for some people.
What "one" did you use?
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Post by chaosriftgames on Oct 3, 2018 22:59:34 GMT
What pooling would you recommend for Invector? There is a massive slowdown with impact effects and decals. I tried one recently and all the decals ended up spawning in a single location no matter where I shot. By the way, if you get the add-on for the one you tried, and add a script that does stuff, it will fix those problem for some people.
What "one" did you use? I should have mentioned it earlier but I forgot the name and was not near my Unity accounts. It's "Pure Pool - Object Pooling".
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Post by shadex on Oct 11, 2018 6:52:39 GMT
By the way, if you get the add-on for the one you tried, and add a script that does stuff, it will fix those problem for some people.
What "one" did you use? I should have mentioned it earlier but I forgot the name and was not near my Unity accounts. It's "Pure Pool - Object Pooling". I think no one is answering because your not explaining your question ... at all. So first, off, if your getting a massive slowdown with impact effects and decals, your most likely using shooting (guessing here), and most likely at a high rate of fire (guessing still), and using particle effects with lots of emitters, and multilayered decals (still guessing).
If your firing 100 bullets a sec, and trying to spawn a decal + some world spaced, 500 Particles per hit, no manner of pooling will work. If your planning on a high fire rate, switch to raycast and not a prefab bullet. spawning a ton of bullets are CPU intensive even in a pooler. For the particle effect, if you want to do smoke or sparks, keep it under 10 emissions per impact. If you do that, you won't drop FPS with a high fire rate.
As for poolers, any should work, including PurePool, Though usually pooling assets require a decent amount of high level coding.
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