• RuntimesUnity
  • Parallel mesh updates

In our project we sometimes end up having 150-200 skeletons of varying complexity in the scene, and while the performance is acceptable for now (on PC), the single-threaded mesh updates do take a significant chunk of frame time and we'd like to address that at some point.
I have some ideas on how to hack SkeletonRenderer and MeshGenerator for parallel updates, but I thought I'd check first since you have the rewrite in your backlog - is there any rough timeframe for when this could be officially implemented, to help our planning?

  • Harald ответили на это сообщение.
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    GroundCombo We highly recommend to implement your own solution in the meantime, since we won't be getting to implement this ticket in the next few months.

    Ok, good to know. Thanks!