I'm trying to build a cellular automaton in Unity, for that I created a cube as a prefab then I spawn the cubes whenever necessary.
This is, as you can probably tell, very slow, thats why I was thinking that combining all individual cubes into one GameObject after each generation would result in better performance.
How can I do this? If thats not possible I'd be very thankfull if you could give me a hint to what would be a better solution for my problem!
Related
The only way that I found to import the cloth animation from Blender to Unity for mobile is by exporting each frame as a separate mesh and then replacing it at runtime to create the animation. (if anyone knows other solution please tell me).
The problems is that the "meshToChange = otherMesh" way has a big hit on performance on mobile. I'm curious to see if there is a better way to change the mesh at runtime.
Thank you :)
There are a few ways to do this
1.The best way would be this:
Get the keyframes for the baked simulation with a .mdd addon for blender.
Import the Blender project in Unity.
Add the prefab in a scene.
Select you object and go to the Skinned Mesh Renderer component and expand the BlendShapes. There you will find all your data.
After that you will need a script to cycle through the BlendShapes. Here is a simple script that will do the job.
For better information check out this video.
Thanks to #derHugo for helping me with this one.
I am not going to focus on the next ones but I will put some references here for anyone interested.
2.Using Alembic files.
If I am correct this is the way the Unity team did it for the short film ADAM.
Check out this video.
To note that this will not work for mobile.
3.Cycling and changing the mesh every frame.
This technique is very similar to a 2D animation.
All you have to do is export a sequence of fbx's for the animation and then cycle through them. script
Be aware that you will get a huge performance hit from this.
With a cloth simulation with around 7k tris changing the mesh every few frames I was getting around 30fps with nothing else in the scene on an IPhone 6.
In unity 5 I am having an issue with certain collisions. I made a basic maze-like game where the player controls a cube across platforms (made from other cubes). In certain areas, two or more of the platforms touch so the player can get to different areas of the level. The problem with my collision happens at these intersections. The player will seem to get stuck for no reason and they would have to back up and get a running start in order to get to the other platform. I went through everything and made sure they are lined up perfectly in the unity editor but nothing seems to fix this.
Any advice would be greatly appreciated .
EDIT: all of my objects are using box colliders
A common (and good) practice is to use a Circle collider on the bottom of your character object in conjunction with a Box collider.
For Example:
While this will likely fix your issue, the source of the problem is probably using many small tiled cubes each with their own colliders. A large amount of tiled objects with colliders most likely cause performance and collision issues.
I am making a multiplayer top down 2D game with 3d elements. All my movement, healthbars and basic functionality is working flawlessly even while hosted and playing on a server, node.js socket.io. However In this game it is possible to move the camera like in Realm of the mad god.
in case you are in doubt here is a video: https://youtu.be/4tdcxl3aZ0c?t=31s
This of course means that the players can end up being upside down with regards to each other and I cannot find a solution that works in all regards to make sure the sprites of the other players are always facing the correct direction with regards to their movement.
I have made several solution to this problem which cover most scenarios but while play testing other things we always end up noticing that the sprites sometimes face the wrong directions. So I am wondering if anyone has an answer, the logic, the fixing this problem.
Things I have tried:
Adding a gameobject to the camera to which all sprites asses their change in distance and determine their facing direction based off that information. (this leads to the players sometimes flipping erratically when the camera is moved and they as well are moving as sometimes they may be moving slower and there although moving left the camera approaches from the right and that flips them)
Adding a gameobject to the world which allows all sprites to have a fixed point to which they can measure their change in distance and therefore also know what direction to face (this worked somewhat better as they always know what direction they have to face, however once the player is upside down everything is inverted)
Emitting to the other players wether I am upside down or not in order to try to reinvert the above solution in the case I am upside down. (I could not find a good way to do this, and it got me thinking that this must be a problem people have fixed before many times and perhaps someone know of a good solution that works.)
thank you all for your input.
I seem to have found a solution for this issue that works decently well. Keeping in mind that I do not want to have the server being involved in this and I would rather have each individual sprite know its direction rather that have something heavy trying to determine this logic I came up with the following solution. May not be the best but it works. Still very keen to hear other solutions.
On my main character I have a switch case, which changes depending on the players rotation in the world. I need this switch case anyway for fixing (http://answers.unity3d.com/questions/1348301/trying-to-change-the-cameratransparencysortaxis-to.html?childToView=1348316#answer-1348316) that issue.
As the cases change I simply place the gameobject that I want the sprites to compare their distance to at 1 of 4 positions. YPos, YNeg, XPos, XNeg. Meaning that the sprite now determines its facing direction based on a gameobject that is placed in accordance with the Players position. without having to place it on the camera.
I will update if during further play tests this gives me trouble but thus far it works in the all the cases I need it to.
Still very willing to hear other solutions to this problem.
Thank you.
I found something I can't understand. I'm only a beginner, so I thought I could use the CarController Scripts of the Car Demo for making a little driving game with different models.
the Car demo I wonder why the colliders are sub-objects and the RigidBody has "Gravity-Enabled" without falling apart.
my try to copy my model falls apart with the same configuration.
1.what's exactly my mistake?
2.How can I fix this?
3.Should I rather write a script for applying the gravity to my model?
Most likely all of your objects with Colliders have also Rigidbody component. Try removing all these components and leave only one on a root object.
I am new to Cocos2d, Box2d and game development all together, but I have read a good bit of tutorials to at least have a good start on a game set up and working...
Im now at the point where I need to start adding more bodies to a layer and need to check and see if and when my main avatar will collide with any of them..
Common sense seems to tell me that the more bodies I add and the more cases I add checking to see if fixture1 is colliding with fixture2 for instance will bog down the processor at some point..
Are there any best practices and/or efficient algorithms to make these checks more efficient over time as the number of bodies grow?
Any links or direction would be appreciated! thank you!
You can use QuadTree to divide the scene and get a list of bodies that needs to be checked.
(There are a lot of articles shows how QuadTree works, just google it:D )
And if that's a little complex for you. Then you can try to divide your scene into many grid, and make a loop to put bodies in their grid based on their 2d position. Then just check bodies in each grid. It's a lot faster than normal loop.
http://i.stack.imgur.com/W5cBT.png
As of iOS 7 you can use Sprite Kit to handle collisions:
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Physics/Physics.html#//apple_ref/doc/uid/TP40013043-CH6-SW14