I am currently working on a game that has a “reactor slots”
When transitioning, a static slot model is replaced by the animated “holder” which lifts the reactor module and unlatches so that it’s possible to take it out.
Those slots consist of a platform with 4 clutches at the bottom. Should I use separate clutches as gameobjects and rotate them ingame or should I use bones to animate them?
There can be 10 or 20 of those animating at the same time - which option is faster to draw?
Which version is easier to change? I assume bone animations, but unsure; might be something I’m missing.
Any other advice?
Thanks.
When it comes to performance, animating is propably faster according to those threads:
I can’t help you with the “Which version is easier to change?” question as I don’t really understand what “reactor slots”, “holder” or “clutches” are.
greetings
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That’s 6 years out of date.
Thanks, that’s good information already;
I was thinking I had only 2 options - script vs bones, but it’s
script vs animation vs bones
a) script: Every part is a separate gameobject and is translated using script
b) animation: Every part is a separate gameobject and is translated using animation.
c) bones: There is just one gameobject and it’s animated using bones and animations are created in the 3d editor, not in Unity.
If those assumptions are correct,
- I would assume for non-blended bone animations, bones are overkill and more expensive overall for the task.
- Animation would be the optimal way of animating a few separate elements, cost of having a few gameobjects more is negligible.
- Script animation would not be optimal and would be hard to implement and edit later too.
Any mistakes in my reasoning?
Thanks.
Oh, six years is a lot
didn’t see that. Thanks though. I’m also pretty sure I once found a thread where someone tested it and scripting was faster, but I can’t find it anymore.
Nevertheless it probably also depends on your hardware. So I’d suggest to just test it, it’s not hard to script a simple rotation.