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Question by Kamzoki · Dec 18, 2016 at 05:38 PM · animationoptimizationoptimizing

Optimizing an animated meshs?

I have an object tower that contains a lot of sub-objects meshes. I added an animation of that tower destruction that makes each sub-object mesh move in a certain way. Now When I attempted to optimize it, I combined all sub-meshes into one new mesh and deleted the old ones so that I can apply a UV map and reduce the draw call to 1 per tower rather than 10 per tower .... problem is the animation is applied on the meshes that were combined and deleted, that means the animation will play nothing. So how do I optimize an animated object with a lot of sub-objects meshes?

Note: I tried using static but of course it results in weird behavior because of the animations, I tried to leave it as it is ... but when I put more than one instance that FPS drop to 20-30 when the rest of the game is 60-80.

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avatar image hexagonius · Dec 18, 2016 at 08:54 PM 0
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have you looked at the profiler window what the biggest performance impacting factor is?

avatar image Kamzoki hexagonius · Dec 18, 2016 at 09:03 PM 0
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Yes, basically, I've optimized all game objects in the scene and I've tested several times on weak and strong PCs (the game is for a standalone platform) yet they all lag in the area of which the player is looking to those towers instants. I even took them out of the scene to make sure they were the source of that lag and the game ran as fast as the wind without any lag. Each tower has more than 200 part, And I animated them all to look good, but 200 parts are too much to be rendered every frame, of course, that's why I combined them. When I combine, however, there is no lag anymore, but no animation as well.

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