desertGhost_
New member
Hi. Great asset. Just have a few suggestions / questions.
Windows Standalone IL2CPP fix:
I found that when compiling with Unity 2018.3 for Windows Standalone IL2CPP I had to add || ENABLE_IL2CPP to the precompiler #if directive at the top of the AOTLinker file for the necessary AOT code to be produced.
AI Optimizations?
Are there any optimizations I can do when using UCC + Behavior Designer for AI?
I found that with just 7 agents that the CPU usage by UCC updating animators was quite high.
Some sort of Animator IK LOD (where you allowed the user to turn off certain IK's at certain distances) would be a great feature.
Floating point precision compromise:
I found that when going far away from the origin (1500+ meters) that the first person arms and weapon shake quite a lot. I fixed the shaking by scaling the First Person Pivot Object by a factor of 20 at run-time, adjusting the position springs to accommodate for the scaling, and disabling the first person arm / weapon meshes from receiving shadows (because the scaled meshes would otherwise have incorrect shadows).
Any suggestions / ideas of a better way to address this?
Thanks.
Windows Standalone IL2CPP fix:
I found that when compiling with Unity 2018.3 for Windows Standalone IL2CPP I had to add || ENABLE_IL2CPP to the precompiler #if directive at the top of the AOTLinker file for the necessary AOT code to be produced.
AI Optimizations?
Are there any optimizations I can do when using UCC + Behavior Designer for AI?
I found that with just 7 agents that the CPU usage by UCC updating animators was quite high.
Some sort of Animator IK LOD (where you allowed the user to turn off certain IK's at certain distances) would be a great feature.
Floating point precision compromise:
I found that when going far away from the origin (1500+ meters) that the first person arms and weapon shake quite a lot. I fixed the shaking by scaling the First Person Pivot Object by a factor of 20 at run-time, adjusting the position springs to accommodate for the scaling, and disabling the first person arm / weapon meshes from receiving shadows (because the scaled meshes would otherwise have incorrect shadows).
Any suggestions / ideas of a better way to address this?
Thanks.