Hello,
So, one of our bottle necks at the moment is the skeleton utility. We use the skeleton utility to spawn bones as game objects and attach particle emitters to them, we also poll them for positions and such. The cost comes from the public void DoUpdate () {
function, setting the transformation of these gameobjects
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(pc profile above, but please be considerate of other platforms π )
My question is why do the unitilty bones have to be updated in local space, i.e. if I only care about one bone 100 children deep in the hierarchy, it needs to do 300 sets of data , just to do one bone.
If it updated in world space, i.e. you don't have to spawn hierarchy to the bone you want, it would only need to do one set of data.
Is there a way of doing that already?