edited January 15 in General Support
Hey guys, if anyone has taken on a similar scene I'd really appreciate some tips on how to optimize.

Normally my battles are contained and no more than 6 combatants, but I wanted to have 1 MOBA inspired scene.
This requires that the whole scene is a real time arena, that MoveAI is set to hunt and has a very large range, as with BattleAI.

Unfortunately as you can see below the battle is intensely framey. There are quite a few combatants, but not that many. So I think something behind the scenes is going on, or there is a simple optimization I can make to help with this.



At around 1:00 you can see one of the combatants dying seems to have smoothed out the framerate a bit, but it's just one of the generic soldiers that are constantly replenishing
Post edited by Wrofir on
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  • Most likely just spamming of actions by the enemies. E.g. if there is no timeout between actions and the None action (doing nothing) isn't animated, that could be started hundreds of times per frame.

    If you haven't set it up, e.g. use either the AI decision time (in your battle system's setup) or the AI timeout for real time battles in your combatant's AI settings.
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  • That makes sense, I just did a boss battle that had a bunch of 'ice wall' enemies that had a 'do nothing' event that just waited 7 seconds and even though there was like 20 in the battle it had no effect on the fps, so I'll check into that
    Miuratale : coming March 29 2025
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