I am currently working on the optimization on my game.
I use humanoid rigs for most of my characters, and I am trying to make them use ragdolls when they die.
However, while ragdolls work fine on standard non optimized rigs, it doesn’t seem to work anymore when the rig is optimized in its import settings.
That’s pretty weird, considering that optimizing rig is supposed to be the official way to prepare a rig, and that I am also using the official ragdoll system. Is it a bug? Or are there some additional things to do in order to make ragdoll work with optimized skeletons?
Optimized rig should only be used when you don’t need to access or control transforms in the hierarchy
For ragdoll you need to add rigidbodies component on each transform but since you are using the optimized rig you can’t since all the transforms are removed.
I was asking that because they talked about hierarchy optimisation in a paper here : Unity Blog
They say in it, and that’s also what I have been able to read in multiple other places, that deep hierarchies are adding a big load on the CPU at each frame, especially if gameobjects are moving (wich is the case of course for animated skeletons). Isn’t there a way to optimize it anyway? Maybe a way to “optimize” only extremity bones like fingers while keeping the main bones (hips, legs and arms) exposed?