Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by melkorinos · Feb 12, 2015 at 10:29 AM · timesimulationiterate

Speed up and iteratively simulate a game in unity?

Hi all,

Currently i have a functioning Tower Defence game. I plan to work on game balancing and i wanted to have my game run a lot of times while changing values and finally collect and alalyze the results.

Is it possible, through code, to make the game run faster and have it run a lot times? Are there any high chances that there will be crashes or will it be way too resource demanding making it a bad idea?

I already have taken a look at time.timescale but in the documentation the only speak about low values.

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
1
Best Answer

Answer by Baste · Feb 12, 2015 at 03:41 PM

Yeah, setting Time.timescale way up is totally possible, and it works exactly as you'd expect. You probably looked at Time.timeScale in the scripting API docs, but you should have a look at the Time Manager page in the manual as well.

From personal experience, setting timescale way up to run tests rapidly works very well if you're not using physics to move things. If you're talking about physics-based bodies, differences in how often the physics is calculated for every update frame could make your entities behave slightly differently.

With a TD game, physics is probably not an issue, so you should be fine.

Comment
Add comment · Show 2 · 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 melkorinos · Feb 12, 2015 at 04:08 PM 0
Share

I was using some physics but its no biggie to change it, however sometimes i need the rigidbody to detect the collisions, do you think having a rigidbody ( maybe with kinematic ticked on) will be ok ?

Also, by playing around it seems like OntriggerEnter might have some probs as well

avatar image Baste · Feb 12, 2015 at 10:39 PM 1
Share

Yeah, having a kinematic rigidbody is what you want.

In essence, everything that has a collider and moves, even if it's not using physics, should have rigidbodies. This is for performance reasons (that will disappear in Unity 5).

In a TD game, I'd assume that you move stuff with a navmesh or by directly moving them from point to point, check for range with trigger colliders, and register hits after the shot has reached it's target. Can't see what you'd use physics for, unless you're more in the Orcs $$anonymous$$ust Die camp of TDs.

If OnTriggerEnter is causing issues for you - like not firing when you're expecting it to - post another question.

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

How does Unity handle time scheduling? 1 Answer

Problem Min and Max Time 1 Answer

fuel compsumation 0 Answers

Force mode and delta timing 1 Answer

How can I match up some code and an animation keyframe 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