Test 4 is rough code, so clean up / optimization would likely save a few more frames. I would love to push Test 4 farther, but for that I feel more information about PTSnapshot is required. I created Test 4 because the profiler showed FixedBehaviorUpdate and BehaviourTree.FixedUpdate() were chewing up cpu percentage, the later was invoked 4 times per entity. After a few ticks the try succeeded and everything worked. I had to wrap the snapshot logic in try catch. I manually looped through each Entity in a selected group, passed the only PandaBehaviour a respective Entity.snapshot, ticked, returned the snapshot to the Entity, and continued the loop. I gave each Entity a serialized BTSnapshot. Fun and educational TutoTOONS games strive to bring meaningful and safe mobile. Note that the reset operates on the currently checkout branch 1 so youll first want to make sure you are currently on the master branch and then move that branch to the same commit as the remote master branch. He pushes Zeng across the bridge, and follows after. Have fun with panda Lu and animal friends in the coolest treehouse for kids Build, expand, play, dress up and explore Crafted and play-tested with kids and toddlers, TutoTOONS games foster kids’ creativity and help them learn while playing the games they love. As you said, you cant push to the remote master branch, so options 1 is off the table, that leaves option 2. ![]() Test 4 similar to Test 3, except I only used one PandaBehaviour. When he gets off, the tree springs up, whacking his nose, then springs back once to strike him on. All Entities were divided into groups, and every tenth of a second one group would be Ticked (round robin, each group 2 ticks per second). Test 3: similar to Test 1, except the script managed the Ticking of the PandaBehaviours. ![]() At 2 ticks per second, 20k Entities at 15-20 fps. I subscribed them to an Action and invoked it every Nth of a second. Test 2: similar to Test 1, except the Panda Behaviours are ticked mannually. By the time I hit 20k I was down to 5-10 fps. ![]() Every 100 entities added had a noticeable frame rate hit. Test 1: Test script spawned a variable number of Entities with a simple PandaBehaviour firing a Debug log every three seconds. Test scripts on camera, spawned Entities as empty gameobjects with Entity script.
0 Comments
Leave a Reply. |