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Question by
VelocityRapt · Jun 21, 2015 at 10:58 AM ·
lagmodels
Models Lagging Play Mode?
I think my blend models are lagging play mode. I looked up a few other questions and they said I should keep my poly count low if possible so I did what I could. I tested my script with a ship (55 verts, 102 edges, 47 faces) and I believe tris is triangles so 102 triangles? And play mode seems to have a really rough time updating. I also tried it with a cube and, while it seemed to run smoother, still ran pretty slow and "chuggish". Am I asking for too much with my models? Or my script?
I'll add my script just in case it's causing an issue using UnityEngine; using System.Collections;
public class PlayerControls : MonoBehaviour {
private float speed ; // Make private later
private float baseVal = 0.01f ;
private float rate = 50.0f; // Rate at which speed increases
private float MIN_SPEED = 0.0f ; // Redundant in case of speed, but good practice
private float MAX_SPEED = 6.0f; // Maximum speed
void Update(){
if(Input.GetKeyDown(KeyCode.W)) speed += baseVal * rate ;
if(Input.GetKeyDown(KeyCode.S)) speed -= baseVal * rate;
if(Input.GetKeyDown(KeyCode.Space)) speed = MAX_SPEED ;
if(Input.GetKeyDown(KeyCode.X)) speed = MIN_SPEED ;
if(speed < MIN_SPEED) speed = MIN_SPEED ;
if(speed > MAX_SPEED) speed = MAX_SPEED ;
// Since speed is a magnitude, it should never be negative.
Vector3 newVel = new Vector3(speed, speed, speed) ;
GetComponent<Rigidbody>().velocity = newVel ;
Debug.Log ("Speed:" + speed);
}
}
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