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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.
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.
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
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.
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