05-21-2019, 03:40 PM
Hi,
Updating the controller can be just an update of the position with simple maths, but the current implementation is not that simple to be able to handle triggering events and connections handling, both of which can change the direction, speed, etc... of a controller in the middle of the update.
But this does not mean that the current controller code can't be optimized while still handling connections and events. That's why I am curious about your use case. If you can send me either the profiling data completely expended, so I can so what happens after the ApplyDeltaTime call, or a scene with those performances, it would help optimize the slow parts.
For your custom solution, use InterpolateByDistanceFast instead of InterpolateFast (valid values between 0 and spline.Length)
Updating the controller can be just an update of the position with simple maths, but the current implementation is not that simple to be able to handle triggering events and connections handling, both of which can change the direction, speed, etc... of a controller in the middle of the update.
But this does not mean that the current controller code can't be optimized while still handling connections and events. That's why I am curious about your use case. If you can send me either the profiling data completely expended, so I can so what happens after the ApplyDeltaTime call, or a scene with those performances, it would help optimize the slow parts.
For your custom solution, use InterpolateByDistanceFast instead of InterpolateFast (valid values between 0 and spline.Length)
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