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Slow is smooth. Smooth is fast.
About a week ago I ported over my pooling system to my last build of receiver and reworked some of the gun scripts to optimize them and bring them closer to my custom classes. I still have to look into a bug with the hammer not cocking after firing a round on a semi-automatic.
The code for each sub class isn't seperated well in reciever so I'd need some time to fix that up.
Unfortunately my day job project has been eating up my time & going into major overtime for the past few weeks so I just don't have the energy to sit in front of a pc for my pet project even on the weekends. Once it's finalized I can get back on track with development.
I was talking to Anton from the Overgrowth forums about implementing Oculus Touch and Vive support into Receiver and he pointed me towards your initial thread in the forums, but it doesn't look like you've posted there in a while.
When you've got the game at a point where you feel comfortable with its functionality, could I add in VR support?
At the moment it has
- an object pooler system
- audio pooler system
- global update manager
- sound manager
- using Memory efficient coroutines
Only thing I can add is the use of separate threads for some calculations.
I think this is just a problem with unity's character controller :(
Without it I get frame rates in the high hundreds.
I was hoping to not have to write my own from scratch
I think you really should try to optimize your scripts, movement should'nt be this choppy at 80-100fps. my guess is that the movement script is waiting for something
Anyways, if you are going to create a more expansive description, I'll just wait for it to be finished. Thank you for the quick reply.
I might be migrating to unreal engine 4 so that's why I'm focusing on assets at the moment.
It would be great if newcomers, like myself, had a somewhat better idea about what to be excited for.