





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
This weekend I attempted to optimise the way frames are recorded during a fight. I did this by only having a limb's geometric transform recorded when it changed from frame to frame. I did this by having each limb return a value of null when it's transform hadn't changed. This would use less memory because now less information was being stored. On playback when displaying each limb's transform, It will now seek back previous frames until each limb found a value of itself that wasn't null. This is to ensure that each limb always has an accurate value and so it can pick up where it is supposed to be on the screen no matter where it has been placed on the timeline. However, when comparing this new optimisation with the current version it failed to make any impact on the memory usage. Even when I compared it to a version that didn't record any frames there was no change in memory usage. This has led me to believe that it is because of possibly a memory leak. I know that it's storing less frame information but I am unable to measure its effects until I have located the memory leak or have determined that it is not a memory leak and is a feature of Unity. On a more positive note, with these changes, I have managed to create a system that records down the minimum amount of information. This will greatly aid the network feature as now a substantially smaller amount of information has to be sent across the network.
[ 6081 ]
[ 1481 ]
[ 2067 ]