Prevent Complex Computing in UpdatePositionAndRotation when culled

anisimov

New member
Hey

I have around 30 AI agents.

If I set Animator's culling mode to the Cull Completely I will have around 120 FPS, but this mode doesn't call OnAnimatorMove so my AI is not moving when they are culled because there they are moving with UpdatePositionAndRotation.
If I set mode to the Cull Update Transforms it will call OnAnimatorMove and then FPS will around 60.

I want my bots to move and to shoot with each other when they are culled but without calling OnAnimatorMove. I think OnAnimatorMove use a lot of animation operations which I don't need when I don't see them.

I removed IK, removed unused abilities, tried Mesh Baker, but can I prevent update complex operations when AI are culled, but save a game logic like shooting with each other and the moving?

Thank you!
 
OnAnimatorMove is responsible for the character movement. People have had success by baking the animations:

 
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