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c4ccParticipant
All other meshes are rendered only if they are in the camera’s field of view.
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What about if the hide object puzzles are used to hide objects on screen? Will this improve performance too? Especially saving more browser space/memory, and improving FPS rate?
c4ccParticipantc4ccParticipantThanks for answering, btw, would you answer this physics question please?
c4ccParticipantAlso, why is it that margins only work on mesh, preventing other objects passing through but not on boxes? Also, when I assign margin mesh to moving objects, the scene lags horribly?
Note, ObjectA is the objects group I need to move around via player controlsHere objects still pass through a little
c4ccParticipantThanks,
Hi c4cc,
yes, margin is intended exactly for such cases.
So does margin work for all coordinates, or do I specify specific values for x, y, z coordinates respectively? e.g., 1 = x, 1 = y, 1= z?
c4ccParticipantc4ccParticipantc4ccParticipantc4ccParticipantc4ccParticipantI would just use the object puzzles distance or get transform of each object, and then use the remove puzzle.
Btw, do I need a list, to target specific objects with the same puzzles?
2023-12-18 at 1:53 pm in reply to: Keyboard Events unresponsive after double tapping key event input/function #69231c4ccParticipantc4ccParticipantc4ccParticipantAlso, in this updated puzzles, I’m trying to get my character to kick an enemy, thus destroying it. As you can see, I set my puzzles to hide the enemy object after the distance between puzzles determines the target is within kicking range, and when the HP is reduced to 0, or more.
But after a few kicks, only does the enemy disappear. Why is there a lag in disappearing?
On second thought, I may have solved this issue, by differentiating between left and right kicks. So now, my character sofar seems to be able to destroy by left or right kicks individually.
it’s better use only one “every frame” puzzle for all your puzzles.
So do you mean this for only my puzzles that determine damage and distance between objects?
c4ccParticipantit’s better use only one “every frame” puzzle for all your puzzles.
Thanks, I’ll keep this in mind. Do you mean, joining the puzzles together like this?
Also, in this updated puzzles, I’m trying to get my character to kick an enemy, thus destroying it. As you can see, I set my puzzles to hide the enemy object after the distance between puzzles determines the target is within kicking range, and when the HP is reduced to 0, or more.
But after a few kicks, only does the enemy disappear. Why is there a lag in disappearing?
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