Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by Futurerobot · Aug 22, 2011 at 04:26 PM · charactercontrollerperformancemovesimplemove

CharacterController Move vs. SimpleMove

Is there any performance difference in using Move with gravity in the Vector or just SimpleMove? I'm not sure what simplemove does behind the scenes so I thought I'd ask.

Edit: This is for iOS mobile devices where many charactercontrollers on screen take a good bite out of the FPS. So I'm looking for any kind of performance difference.

Like between these two: (supersimple gravity setup for clarity)


Simplemove:

 charControl.SimpleMove(new Vector3(1,0,1);



Move:

 If(charControl.isGrounded)
    charControl.Move(new Vector3(1,0,1);
 else
    charControl.Move(new Vector3(1,-1,1);



Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
3

Answer by testure · Aug 22, 2011 at 04:38 PM

the difference in performance is negligible... you want to use Move if you need more control (IE jump, flight, gravity reversal or planetary gravity, etc)

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Futurerobot · Aug 22, 2011 at 04:48 PM 0
Share

Thanks, that makes sense. I think I could get away with Simple$$anonymous$$ove on this project, but I'm not sure yet what controls might be needed down the line. I'll keep it in $$anonymous$$d.

I forgot to mention this was for iphones etc. added it to my question. Would it still be negligible you think?

avatar image testure · Aug 22, 2011 at 05:04 PM 0
Share

keep in $$anonymous$$d that the character controller's Simple$$anonymous$$ove still needs to perform the same calculations to create gravity. You could probably do some load testing and get a real number.. put 250 or so character controllers in a scene and move them all ten meters simultaneously with Simple$$anonymous$$ove, save the profiler snapshot, then repeat the test with $$anonymous$$ove. I wouldn't be surprised if the result is identical.

Simple$$anonymous$$ove is just a convenience method.. I use it for AI, since in my game only special AI types can jump or fly- and they use $$anonymous$$ove.

avatar image Futurerobot · Aug 22, 2011 at 05:30 PM 0
Share

Thanks, will test. Although 10 of them is probably enough to make the iphone 4 start to chug if they all bunch up on the player. Looking at all the options here, any tips welcome. Next up is to disable collision between NPCs and give them a simple soft keep-apart behavior.

Been looking at rigidbodies too. They're faster, but very unpredictable compared to the charactercontroller.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

NPC CharacterController doesn't move or stops randomly 0 Answers

Any way to disable SimpleMove's sliding? 1 Answer

Switching from SimpleMove to Move 1 Answer

Charactercontroller.move affecting rotation 1 Answer

Move() function doesn't work on character controller! 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges