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Discussion in 'Assets and Asset Store' started by roryo, Jun 4, 2015.
Thanks for sussing this out, @Antony-Blackett - I will tackle this tomorrow....
New video tutorial: Make 'SMART MODELS' with Turtle Scripting
Add internal logic to ARCHIMATIX parametric and runtime models
I forgot to post this…
I added Quick Reference pages on the community website for AX turtle script and mathf.
Can you send me the source code, thank you !
mail : email@example.com
And no two exactly alike! Brilliant!
Would be fun to see with some trees and paths added, but as is has the feel of a unique, expansive world.
I switched over to Unity 2019 and it tripled the frame rate…
Batching is apparently much improved over 2018.
ok trees… but they're ax-placed trees….
Nice! I thought Ax wasn't really batching friendly? Have I missed something?
idk… tbh, I can't recall who said it wasn't good at batching…
I was getting around 45-55fps in Unity 2018.4
Same scene is well over 185fps in 2019.3
the generation of the AX models isn't any faster (cpu), and there's about a full minute after all the houses have built where I'm getting around 55fps (same as 2018) then Unity decides it's fine and ramps up to 185fps and stays there, no matter how many polys are in the frustrum (if I look at the ground it goes to like 500fps which never happened in 2018…
I'm not adding anything, and all the geometry is static. I've watched the profiler when it happens but, idk what tips it… (would like to avoid that initial slowdown, or speedup the whatever). It's night-and-day difference.
Could it take that long to move everything onto the gpu?
Don't think I'll be using 2018 anymore tho.
I also had the impression that batching was working better in 2019.3, but I can't find any documentation to support that, even going back through 2019.2 and 2019.1 release documentation.
If it really is working better, maybe there was a bug in 2018's version and it got fixed ...?
Any optimization tips for me? or is because I am running Unity 2020 ?
I make any changes in the controls and it crawls.
ie change extrude height from 5 to 10 and it crawls and resizes when I type 1 (at least 3 seconds) and again when I type zero!
Haven't used it in awhile and cant remember this slow.
By the way this is a gaming computer
On the model inspector (not the graph) you can turn off the automatic rebuilding… that might help, at least to prevent Unity slowing down just while typing parameters.
I haven't used 2020, I've sworn off betas, so no personal experience there.
I ended up resetting the layout to factory.
Not sure why it fixes it but it did
A wee little flyby of my recreation of Stonehenge for my AR game Just Popping Bubbles AR. Made possible with AX
if i save a Group to the Library and open it via the library, some values are resettet to 0, for example the height of an extrude : /
Is it possible to change the Start Position of the AXModel. If i create a new Model it starts at 0-0-0. I want to create a free curve and then use a Terrain Deformer. But its hard to create good Results when the Start Position is 0-0-0. If i Move the Object and change the Transform the Results are wrong or i get an Error because the Curve might appear out of the Terrain Range.
Howdy, I was trying to implement your modifications to let the prefab instanser create real prefabs and not clones, and at first it worked with some prefabs i already made, but afterwards whenever i try to use a repeater the program freezes. I made sure to replace all the instances of GameObject.Instance with the new script's GameObjectInstanceHelper.Instance and nothing errors out, but it just freezes. Any chance you could upload a working version of the files or go into a bit more detail about the process of making it work and avoiding the freezing error?
Ack, nevermind, i was sloppy and did a find/replace and overwrote the actual helper script's code and got it stuck in an infinite loop. that was on me. Thank you for the script!
New version in the asset store: 1.2.6
Channeler node is now scriptable – this is BIG! Thanks Rory!
new nodes: ContourExtrude, PillowDeformer, FlattenDeformer (listed as 'beta'. Haven't tried them yet...)
fixes: some nodes that held their shape when the input was empty