Recent content by PlayerZero

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    Performance profiling result (Deterministic Move takes too much cycles??)

    The Animator's default update runs on Unity's Update. UCC updates the animator manually on FixedUpdate, regardless of FPS. On iOS devices, the display is locked at a multiple of 30 fps. Even if the game can make 60 fps, most games limit to 30 fps to keep the device from overheating / draining...
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    Multiplayer

    Our UserCommand has a bool for each of the main commands (each one takes 1 bit when serialized): public bool Fire1; public bool Fire2; public bool Jump; public bool Sprint; private const string jumpInputName = "Jump"; private const string sprintInputName = "Change Speeds"; private...
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    Multiplayer

    @GreedyVox, we integrated UCC with our existing authoritative multi player server, which uses Snapshots, Client Prediction, etc, etc. It would have been easier if UCC used the concept of input/user commands (like the KCC does, for instance). To solve the issue of feeding user commands to UCC...
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    [UCC] DeterministicObjectManager and poor performance

    Thanks, look forward to v2.1
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    [UCC] DeterministicObjectManager and poor performance

    Hi Justin, We are encountering serious performance issues with UCC, we are seeing drops of 15-20 fps if we have UCC in our game. We narrowed it down to the DeterministicObjectManager.FixedUpdate. We tried disabling CharacterIK, read this in another thread, but this didn't change anything. Any...
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