Objects with a high number of states or complex links in VS
can cause significant performance drops when generated, but should they be handled separately?
Currently, attempting to generate something of this scale is causing heaviness…
Objects with a high number of states or complex links in VS
can cause significant performance drops when generated, but should they be handled separately?
Currently, attempting to generate something of this scale is causing heaviness…
Regarding this,
When generating objects, a process is executed to retrieve and store information that will serve as the target for Visual Scripting actions or animations. Consequently, as the Visual Scripting becomes larger, the processing during object generation becomes heavier.
We are considering ways to make this lighter, but there are certain limitations inherent to the processing itself.
For objects that are generated in large quantities, it is recommended to avoid complex expressions. Instead, consider placing a separate object in the scene, placing a dedicated processing object on a UI layer, or, for player-related checks, placing the check object as a child of the player.
Thank you for your response.
As a specific action for the player
(for example, when shooting a gun upwards or at an angle)
I created it as a child object so that only the upper body can move.
Should this be placed within the root of the object’s nodes in advance?
(For example, by placing it as a child node and displaying/operating it as needed.)
Also, when creating a transformation ability,
if the transformation target has a complex design, is it safer to generate it in advance and then swap the coordinates?
Currently, I am also facing this issue. My approach to address it is by splitting the generation class. It appears that the memory usage of the player’s state machine and animations increases in a complementary proportional manner.
Additionally, there is another issue. When generating four protagonists through variables (e.g., creating four protagonist objects based on variables) and then having the protagonists generate relatively complex objects, noticeable stuttering occurs. However, when the protagonists are placed in the scene from the start and then generate complex objects, this stuttering issue does not occur.