11-17-2015, 07:51 PM
Splitting execution over several frames is a good idea, I'll see how this feature can be added for 2.0.4. But in my experience the "big chunks" are operations I can't slow down or split, e.g. setting mesh collider or calculating caps triangulation.
Did you checked what module is taking the frametime? Enable CG debug output in the graph's toolbar and doublecheck and/or play with the settings and try to find the time consuming ones. Some ideas:
- try disabling mesh colliders
- disable Optimize for shape and path
- play with "Make Static" enabled/disabled
Also, there's nothing wrong with having a set of CG's, each handling a small portion of your track.
Oh, one idea comes to my mind: If I remember right it may be the case that adding CP's will trigger a spline refresh, thus triggering a Path refresh of all CG's using the spline. I'll have a look and will prevent that behaviour if the path range is clamped and the changes are outside that range. But that may result in some serious coding. As a workaround, disable AutoRefresh on the CG components that are not changed.
Don't worry, we'll get this running in a speedy way. I've definitely planned to do an example scene handling your scenario, will need that to run some tests anyways.
Did you checked what module is taking the frametime? Enable CG debug output in the graph's toolbar and doublecheck and/or play with the settings and try to find the time consuming ones. Some ideas:
- try disabling mesh colliders
- disable Optimize for shape and path
- play with "Make Static" enabled/disabled
Also, there's nothing wrong with having a set of CG's, each handling a small portion of your track.
Oh, one idea comes to my mind: If I remember right it may be the case that adding CP's will trigger a spline refresh, thus triggering a Path refresh of all CG's using the spline. I'll have a look and will prevent that behaviour if the path range is clamped and the changes are outside that range. But that may result in some serious coding. As a workaround, disable AutoRefresh on the CG components that are not changed.
Don't worry, we'll get this running in a speedy way. I've definitely planned to do an example scene handling your scenario, will need that to run some tests anyways.