Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Updating from 2017 into 2019 - are there any significant animator performance possibilities?

Discussion in 'Animation' started by GloriaVictis, Sep 9, 2020.

  1. GloriaVictis

    GloriaVictis

    Joined:
    Sep 1, 2016
    Posts:
    133
    Hi,

    We are updating from 2017.4 into 2019.4 LTS, our game is an open-world MMORPG and so we cannot clamp the number of players can see on his screen, and moment, where those are 200+ players, is not that random.

    Players get a few skinned equipment parts and few layers on the animator playing at once. At 2017 we were able to stop playing some layers of animator, animation events and as we were not really using physics on the client-side we were setting fixed updates as 1/3 of update time and playing further animators on the fixed update for the performance reasons.

    Still, animators were one of our biggest bottlenecks when so many characters were seen at once - are there are significant updates on that matter at 2019.4? I am almost sure I have seen an article about doing slower animator updates related to distance using the PlayerLoop system, but couldn't find it once more - do anyone has experience with that?

    Thanks in advance!