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Question by SrBilyon · Jan 02, 2011 at 01:18 AM · rigidbodymultiplayercharactercontrolleronlineefficiency

Will using multiple enemies with charactercontrollers for online/mulitplayer cause more lag than rigidbodies??

I read a page in the forum and this one where a person has several enemies on a level for an online game and the frame rate of the game dropped drastically, but when using "rigidbody" character controllers, the frame rate lost was less.

I'm not actually sure how to set up a rigidbody character controller, but how would I go forth making one, and is it really worth making? Would using a character controller be good enough? I plan on using an A* Star system for enemy movement so I need to know what would be the most efficient.

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Answer by Tetrad · Jan 02, 2011 at 01:22 AM

Check this out: http://www.unifycommunity.com/wiki/index.php?title=RigidbodyFPSWalker

You can pretty much replace your character controller with that, with whatever modifications you need.

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avatar image SrBilyon · Jan 02, 2011 at 01:41 AM 0
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For some reason, he can stick to walls when you jump against them and when you try to jump over small objects, the character will just stop...

avatar image TheDemiurge · Jan 02, 2011 at 05:10 AM 0
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The sticking to walls appears to be a small overlook in the OnCollisionStay function that turns grounded on without checking what exactly we collided with, that small object thing may be the same if it's touching the object. I'm also seeing a performance thing that could be improved by not running CalculateVerticalJumpSpeed from constants every physics update. I'm also not seeing where it turns CanJump off or on -- that whole thing was last updated in 2007 it looks like. Expect to add several things to it, for it to work right.

avatar image TheDemiurge · Jan 02, 2011 at 05:13 AM 0
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Never$$anonymous$$d what I said about CanJump. But the rest of it stands.

avatar image SrBilyon · Jan 02, 2011 at 09:19 AM 0
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Thanks, now I just to know how to fix that and im good...

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