batonPiotr
New member
Hi!
I am looking for an appropriate character controller for my mobile RPG. I am testing and comparing available character solutions on the asset store and this one (Ultimate Character Controller) looks very promising. All the features for melee and ranged combat are spot on.
I have few questions though:
1. My game supports tons of characters on one scene (~200 NPCs) and I'd like to have the ability to progressively throttle down simulation accuracy for performance reasons. For example: NPCs that are far away or are occluded do not need any animation updates but they should be able to update their positions. Or physics could be throttled down to the basics. Can I set characters properties in runtime so the computations are reduced to the absolute minimum when far away from camera?
2. I have crest and ceto ocean in my game with boats and ships on it. That means, they are dynamic rigidbodies and I want the characters to be able to get on them and walk on the deck as if they would be on a kinematic platform or terrain. Is it currently supported or on a roadmap?
3. I read on this forum and documentation about some implementation details and as I can see you have custom collision detection and physic integration to support determinism. It can be both a performance killer and a problem when interacting with physics. How does this character behave on swings, springs, suspension footbridges? Does it support such behaviours?
Here is an example for a bridge and few other interactions:
I am looking for an appropriate character controller for my mobile RPG. I am testing and comparing available character solutions on the asset store and this one (Ultimate Character Controller) looks very promising. All the features for melee and ranged combat are spot on.
I have few questions though:
1. My game supports tons of characters on one scene (~200 NPCs) and I'd like to have the ability to progressively throttle down simulation accuracy for performance reasons. For example: NPCs that are far away or are occluded do not need any animation updates but they should be able to update their positions. Or physics could be throttled down to the basics. Can I set characters properties in runtime so the computations are reduced to the absolute minimum when far away from camera?
2. I have crest and ceto ocean in my game with boats and ships on it. That means, they are dynamic rigidbodies and I want the characters to be able to get on them and walk on the deck as if they would be on a kinematic platform or terrain. Is it currently supported or on a roadmap?
3. I read on this forum and documentation about some implementation details and as I can see you have custom collision detection and physic integration to support determinism. It can be both a performance killer and a problem when interacting with physics. How does this character behave on swings, springs, suspension footbridges? Does it support such behaviours?
Here is an example for a bridge and few other interactions: