Search found 25 matches
- Thu Jan 30, 2020 4:55 am
- Forum: Runtimes
- Topic: Custom Animation Frame Callback Events/Triggers & Creature Pack
- Replies: 2
- Views: 4831
Re: Custom Animation Frame Callback Events/Triggers & Creature Pack
I did some digging and so far i found that 1) to emulate CreatureAgent::AnimationReachedEnd i could intercept CreaturePackModule::CreaturePackAnimClip::correctTime 2) to handle event triggers, meta file seems to contain always event frame and event name, so i could probably intercept (handles both C...
- Thu Jan 30, 2020 3:30 am
- Forum: Runtimes
- Topic: Custom Animation Frame Callback Events/Triggers & Creature Pack
- Replies: 2
- Views: 4831
Custom Animation Frame Callback Events/Triggers & Creature Pack
Hi, Whats the best way for me to go about adding Event Triggers support into CreaturePack? I did notice, i can set the metada (with the eventTriggers data) into CreaturePackAsset. Creature Pack github page states, that CreaturePack doesnt support GameController, which handles event callbacks for the...
- Wed Jan 29, 2020 5:46 pm
- Forum: Runtimes
- Topic: [Bug] CreaturePackRenderer - multiple initialization calls
- Replies: 1
- Views: 3685
[Bug] CreaturePackRenderer - multiple initialization calls
Hi By coincidence, I've stumbled into your code and specifically in: CreaturePackRenderer You call your InitRenderer () 3 times, from: Awake () Start () // calls Awake OnEnable () Id suggest you only initialize once (if that's what you are doing), cache all your things - in Awake. NOTE : check MonoB...
- Thu Dec 27, 2018 3:48 am
- Forum: Runtimes
- Topic: [Unity] Stop animation loop and small visual glitch between AnimationReachedEnd->SetActiveAnimation
- Replies: 8
- Views: 12528
Re: [Unity] Stop animation loop and small visual glitch between AnimationReachedEnd->SetActiveAnimation
Correct, U2018 is using C# 7, which implements System.Tuple, but i don't understand what you mean (by "new code"), did you update the Creature Unity runtimes with the MeshBoneUtil namespace prefix, or should i change something on my side (because the repo i downloaded yesterday, when i was testing t...
- Thu Dec 27, 2018 3:43 am
- Forum: Editor
- Topic: Runtime Optimizations
- Replies: 9
- Views: 16050
Re: Runtime Optimizations
Thanks a lot!
FlatBuffers and Point Caching, as well as Creature Pack - i reviewed those already, they are great features, i will use them later selectively. Most important for this thread - if i do so later, i'll add results for their GC testing (if applicable).
FlatBuffers and Point Caching, as well as Creature Pack - i reviewed those already, they are great features, i will use them later selectively. Most important for this thread - if i do so later, i'll add results for their GC testing (if applicable).
- Wed Dec 26, 2018 7:31 pm
- Forum: Editor
- Topic: Runtime Optimizations
- Replies: 9
- Views: 16050
Re: Runtime Optimizations
Hi again, Good news: we are from 19.2kb per frame cost down to 13.8kB (for the example of a character i am using)! So its not just the Tuples, its other objects that need pooling too. Please also understand, i'm not using things like Flat Buffers or Point Cache, perhaps others. It would be good to t...
- Wed Dec 26, 2018 6:15 pm
- Forum: Runtimes
- Topic: [Unity] Stop animation loop and small visual glitch between AnimationReachedEnd->SetActiveAnimation
- Replies: 8
- Views: 12528
Re: [Unity] Stop animation loop and small visual glitch between AnimationReachedEnd->SetActiveAnimation
Hello, im adding to this post as a response to this thread, since im about to test your garbage collector fix from yesterday (from this thread ), but there is still this issue with the "resolving correct Tuple namespace". Paste what MS Visual Studio says: 'Tuple<,>' is an ambiguous reference between...
- Wed Dec 26, 2018 1:45 am
- Forum: Editor
- Topic: Runtime Optimizations
- Replies: 9
- Views: 16050
Re: Runtime Optimizations
Hi again, I could do the pooling myself, but i prefer you update the tool, so i don't have to re-update the code myself each time new version comes out. Yes, as you mentioned, creating new Tuple each time has to create garbage once disposed. Basically anytime you use "new" keyword on a complex data ...
- Tue Dec 25, 2018 5:21 pm
- Forum: Editor
- Topic: Runtime Optimizations
- Replies: 9
- Views: 16050
Re: Runtime Optimizations
Hello there, The garbage issue seems to still persist. In short, each frame, 5.5ms is spent on releasing garbage. This time interval can't be used for gameplay. This is tested on quad core i7 generic cpu. That is approximately 33% (one third) of the timeframe available, if you want your game to run ...
- Mon Aug 13, 2018 6:29 pm
- Forum: Editor
- Topic: Adding/Anmating Custom Colliders with Creature
- Replies: 0
- Views: 3787
Adding/Anmating Custom Colliders with Creature
Hello, without looking much into the tool, can i simply ask: is there a way to add custom colliders (to meshes, or separately, rectangular or custom shape) inside Creature, or feasible alternative approach to allow for later precise collision detection in-game-engine of choice? I'm looking for best-...