almostchris
New member
In our project, we're using Behavior Designer, Movement Pack (NavMesh) and Ultimate Character Controller for the NPC movement and interactions. We're having serious performance issues when the overall active NPC count goes over 50. I've done all the optimizations suggested in other threads (timeStep adjustments, disabling IK and even the Animator for culled NPCs) however the main bottlenecks seem to be the Deterministic Movement and Height/Grounded checks in the Character Controller.
I'd like to use our own lightweight locomotion script for background NPCs but still be able to access the Abilities and other character controller features from Behavior Designer. Is it possible without completely butchering the existing Locomotion scripts? What would be the best approach? Thanks!
I'd like to use our own lightweight locomotion script for background NPCs but still be able to access the Abilities and other character controller features from Behavior Designer. Is it possible without completely butchering the existing Locomotion scripts? What would be the best approach? Thanks!