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Author Topic: Performance issue with World Path Deform
badbod99
Newbie
Posts: 2
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Post Performance issue with World Path Deform
on: May 28, 2012, 15:00
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Hi,

I have some text which is a mesh. I am deforming it using a World Path Deform and an animation animating the Gizmo scale y value (animation is in Once play mode).

Once the animation has completed, I would expect the World Path Deform to stop updating the mesh. However, in the profiler I see MegaModifierObject.Update() taking 83% of my CPU time. If I disable the mod, this obviously goes (the mesh stays).

I was under the impression that if there was no update to the deform parameters, the mesh would not be updated and no CPU time would be taken. It seems this is not the case.

As such I really cannot use MegaFiers in my project, it drops my framerate to 30fps (from 60fps) just by deforming this text.

Is this the expected behaviour?

Thanks in advance,

- Simon @ Mindstorm

spookycat
Administrator
Posts: 148
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Post Re: Performance issue with World Path Deform
on: May 28, 2012, 15:15
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Hi There
Yes that is expected behaviour. I was adding a system to keep tabs on all the variables that would cause a modifier to update, ie any param change on any modifier on the stack and in path deform keep any eye on the splines for any changes as well, in the end the number of checks were so many that it was decided that the best person to decide when a modifier could be disabled was the user. So in your case if the animation is controlled by the Unity animation system you can add an event to that to call a function to disable the system, of you are controlling the animation yourself via script then obviously it is a simple task to disable the system when it is completed.

The major overhead on mobile devices is not actually the deforming code but the internal update of the vertex buffers etc by Unity. Most mobile users of MegaFiers have their own systems to manage modified objects where they are enabled and disabled either on frame counts or by only updating the 2 closest modified objects every frame and then the next 4 every 3rd frame and so on. Users have so preferred having control over the updates rather than relying on an internal system that may not suit their needs.

If you need something adding then please let me know and I will do my best to add it in.
Chris

badbod99
Newbie
Posts: 2
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Post Re: Performance issue with World Path Deform
on: May 28, 2012, 15:38
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Thanks for your reply.

That's fine. I can work with that. Would be better if it was internal and automatic somehow, I understand this is complex, but it would result in a far more optimal experience out of the box.

- Simon

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