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Animator.ProcessRootMotion even when not using root motion.

Discussion in 'Animation' started by GloriaVictis, Aug 16, 2019.

  1. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    123
    Hello,

    We are using 2017.4.LTS version of Unity, our characters use Generic animator type and no root motion at all, the bool is set as false. Still tho, the profiler shows Animator.ProcessRootMotion with around 0.1ms per animator update - which, as many times we have 50+ character on screen significantly affect our FPS.

    Is it normal behaviour or we could evade it anyhow?
     
  2. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    123
    Bump, can anyone confirm this is normal behaviour or how to evade that?
     
  3. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    123
  4. Mecanim-Dev

    Mecanim-Dev

    Unity Technologies

    Joined:
    Nov 26, 2012
    Posts:
    1,674
    yes this is expected, in 2018 this profiler tag has been renamed to Animators.ProcessGraphJob.

    Animator.ProcessRootMotion was a bad name for this step.

    this step is mandatory as it does evaluate the whole animation graph
     
  5. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    123
    Okay, thank you
     
  6. TP-Fab

    TP-Fab

    Joined:
    Jul 10, 2019
    Posts:
    15
    Hi, resurrecting this thread as in 2020.3 I can still observe AnimationScriptPlayable.ProcessRootMotion in the profiler (despite ApplyRootMotion disabled), directly under Animator.ProcessGraph (itself included in Animators.ProcessGraphJob) . What's going on with this?
     
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