02-11-2021, 07:37 PM
Hi
In the 4 methods you listed, only CurvySpline.Update and CurvySplineSegment.Update are parts of Curvy Splines. Never heard of the other methods. So I will answer only regarding those two methods:
1- Splines do some checks every frames in their update method. You can disable the most costly checks by setting the "Check Transform" value in the inspector to false. The cpu cost of the remaining of the code is insignificant. 'You can't right now make the spline update method do absolutely nothing.
2- How many splines do you have in your scene? The mere existence of an Update method make Unity call it, and if you have thousands of splines (or other game objects with an Update method), just calling those methods, even if they are empty, will cost a little bit of CPU.
3-Are you profiling inside the editor or profiling the build?
4-In general, you can find useful performance tips here: https://curvyeditor.com/documentation/performancetips
If by profiling the build, counting only the methods from Curvy Splines and disabling "Check Transform", you still find that the per frame cost of Curvy Splines is high, then please say so in this thread and we will together dive deeper in this subject.
Have a nice day
In the 4 methods you listed, only CurvySpline.Update and CurvySplineSegment.Update are parts of Curvy Splines. Never heard of the other methods. So I will answer only regarding those two methods:
1- Splines do some checks every frames in their update method. You can disable the most costly checks by setting the "Check Transform" value in the inspector to false. The cpu cost of the remaining of the code is insignificant. 'You can't right now make the spline update method do absolutely nothing.
2- How many splines do you have in your scene? The mere existence of an Update method make Unity call it, and if you have thousands of splines (or other game objects with an Update method), just calling those methods, even if they are empty, will cost a little bit of CPU.
3-Are you profiling inside the editor or profiling the build?
4-In general, you can find useful performance tips here: https://curvyeditor.com/documentation/performancetips
If by profiling the build, counting only the methods from Curvy Splines and disabling "Check Transform", you still find that the per frame cost of Curvy Splines is high, then please say so in this thread and we will together dive deeper in this subject.
Have a nice day
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