LimbHacker
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How is the performance?
Hey there, I was wondering how the performance of this ends up? I own the Unity asset "Character Slicer" but am wanting to use whatever will end up performing best. It would probably end up being only about 10 at most that would be on screen at a time that would be severed as my game is an online RPG. Speaking of which, will this work on a networked game?
Thanks,
Hi, I can't say how 10 characters would handle, but I'm currently using it with 4 networked (Photon PUN) characters at a time and it seems to be doing fine on my i7 & 1070 (seems okay on the 1060 as well). Though I am having a little difficulty figuring out how to get my raycasts to hit the spawned bravo ragdolls over the network. If your target is a higher level specs card I think you should be okay. My project is VR so I have to be extra careful about framerate. Limb Hacker is a really cool system. If nothing else you should give it a try and see what you think. Definitely more robust than some of the other options out there. I highly recommend. ;)
One way to maybe test would be to load up the demo scene, duplicate a bunch of the checkered dudes and chop them up while you've got the profiler out.
I have not tested in a long time. Try it.
It was built originally to slice characters on the first generation iPad, and I have improved performance significantly since and reduced likelihood of frame skip (for VR) by using the thread pool.
As the readme says, it has some quirks owing to its system of slicing the skeleton first and then attempting to slice the mesh based on that. But it’s “freemium” so you can just pull the repo and find out how it works for you.
I need to add, Limb Hacker is CPU bound and does not utilize any GPU code.
It's Not Work For My Character? Why? Any One make tutorial for this
There's the readme on the front page, maybe something's amiss with it. Unfortunately I'm absolutely crushed with work right now and don't have time to examine it. Maybe late June, though.