For gameobjects most worries me is the update cost and perhaps memory usage. I understand sampling cost is cumulative, of course I won’t make the cutscene too long. Take my example above. If I have 10 characters each has 30 reactions, by using 30 cutscenes each has 10 clips, I can save 270 gameobjects and the max sampling cost maybe 9 clips. The key is to find the balance point of these 2 kinds of cost.
After I typed above I realised that I never tested in practice myself. So I tried to copy 1000 simple cutscenes I made following the quick start. The extra cost is about 0.15ms/frame, while the fps cost before I copy is 0.25ms. The cost of sampling is difficult to track, as I don’t have very complicated clips. But I think when there are many small(1 group, 2~5 seconds) clips waiting in the scene, it is useful to pack 5~10 clips into 1 cutscene.
Ohh, I forgot 1 thing. There won’t be any update cost if the cutscene component is inactive. How do you think to set cutscene component inactive when it is not playing, and again set it inactive as an onFinish event after it is end?
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