[Important Feature Request] Export SkinSwaps into multiple Atlases

Discuss issues pertaining to the Creature Animation Editor here.
sonic2002
Posts: 20
Joined: Sun May 05, 2019 7:51 pm

Re: [Important Feature Request] Export SkinSwaps into multiple Atlases

Post by sonic2002 » Sun Sep 08, 2019 2:48 pm

furrfire wrote:
Thu Sep 05, 2019 9:10 am
This thread does have me curious about something.

Are we talking about skin swaps using too much memory?
Or the cpu performance?
Both?

I got this character with lots of skin swap parts. We spam it in unreal engine to stress test. Like hundreds of characters... I notice that the performance (frames per second) is the same whether 1 skin is active or if ALL of them are active. The memory in use doesn't seem to matter.
Are we doing something wrong here?
Nope. This thread is about this:
At one point you will realize that you must load assetts for a charcter dinamically a run time (wit AssetBundle in Unity), this implies that you will not need at all the skinswap feature, instead you will realize that you need to write the code to swap UV maps with the weapons or dress of the character.

You will realize that this is very painful, unless Creature will offer a way to split the assets into different Atlases to be loaded at different times like Spine, and new Unity Native animation system instead do.

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