Hi,
When i should select one or other ? Did the logic always run in background and then i can select cull update transforms for everything ? What are the use case for each ?
Hi,
When i should select one or other ? Did the logic always run in background and then i can select cull update transforms for everything ? What are the use case for each ?
You can read in the API: Unity - Scripting API: AnimatorCullingMode.CullUpdateTransforms
It should give you more performance, although it might not be noticable. For enemies or objects that you don’t need to animate when off screen, it’s good to use cull completely or cullupdatetransform, which is like a semi-cull option. Less animations playing = more performance.
On what you need always animate ?
I cant think right now of an example, but there will be some situations where u might want it to always animate.
I don’t see why ![]()
For example:
Sometimes you might want to attach things to transforms and you need them to always be in correct position and orientation.
if you have a physics based ragdoll that also takes animations, it will look very weird if you look away and look back again, to avoid any jerking, always animate could be the solution
I’m guessing the culling is based on the geometry bounding box, so one scenario that I can think of is if your animated mesh is so big and the animation is so sweeping that the mesh can be fully far out of view in one frame, but not in the next.
Imagine a game that has giant squid with tentacles that are the length of three screens that can flit around at any direction. The player can run away until the octopus is out of frame, but you don’t want to cull the animation because you still want those tentacles to be moving behind the scenes, because you want them to be able to move in to view and attack the player at any time.