If you put everything you need into a single cutscene when you only want to play a small part (section) of it, then when for example you go to play the last section of the cutscene, everything before that section will still be evaluated even if you don’t real want them to (because sampling is deterministic). So if there are for example 100 clips before the section you actually want to play, all 100 clips will still be evaluated (once in enter and once in exit). Thus depending on the final length of that “master” cutscene it may or may not be slower than having multiple cutscenes. Gameobjects by the way and in general do not create much overhead.
Please let me know if that clarifies it.
Thanks 🙂
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