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Question Does DOTS Animation support lod and culling?

Discussion in 'DOTS Animation' started by YuZhiYing, Feb 2, 2021.

  1. YuZhiYing

    YuZhiYing

    Joined:
    Nov 10, 2017
    Posts:
    3
    When instantiate about 1000 animated characters, the consumption of the GPU goes crazy.
     
  2. eggsamurai

    eggsamurai

    Joined:
    Oct 10, 2015
    Posts:
    110
    it seems that whatever mesh is actually rendered or not, the gpu is calculating the skinning anyway.
     
  3. kite3h

    kite3h

    Joined:
    Aug 27, 2012
    Posts:
    192
    There was some problems. If you change RenderMesh componentData's mesh data, you can apply LOD.
    But You could not access RenderMesh , because RenderMesh 's entitiy is DeformEntity. And you could not GetComponentData <DeformEntity> , DeformEntity is internal class. if you store deformentity when Converted, Changing mesh is simple.
     
  4. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,754
    I do wonder, how LOD should be handled with unity.animation.
    Specially if having different skinned LOD mesh and different LOD skeletons with bones.

    I found in animation samples, that terraformer has LOD0 and LOD1 meshes and bones, bot don't seems they are used anywhere?

    LOD0 Terraformer

    upload_2021-4-2_13-32-58.png

    LOD1 Terraformer

    upload_2021-4-2_13-33-31.png

    Anyone has an idea, if assigning LOD components to these rigs, would work?
    Or how to do it correctly?


    In another sample, there is AnimationRigRemap scene.
    Inside there is TerraformerLOD0_LOD1BindingRemap model.
    It holds LOD0 and LOD1 keywords. But not sure how these relates?

    upload_2021-4-2_13-39-6.png

    upload_2021-4-2_13-39-32.png
     
    Last edited: Apr 2, 2021
    Egad_McDad likes this.