frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 20, 2014 21:16:39 GMT
Hi.
I'm using fracturing and destruction to create a fractured object. When I spawn that prefab (containing 5 chunks) it lags for 1 sec everytime it's spawned. How can i fix this? I did use poolmanager in the past and it could spawn the fractured object without any lag.
Thanks
|
|
|
Post by DarkTonic Dev on Jul 20, 2014 21:31:50 GMT
Did you actually set up all the 5 chunk prefabs in Pool Boss? If you didn't, then you're only half-pooling (Instantiating on first use), which could cause the slow down.
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 20, 2014 21:59:57 GMT
Thanks for the quick reply. I see, that might cause the problem, I'll look into it tomorrow. Thanks
|
|
|
Post by DarkTonic Dev on Jul 20, 2014 22:12:51 GMT
Let me know if you figure it out or not. The "auto-add missing items" is fine for testing, but you need to set up all the prefabs one by one for best performance.
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 21, 2014 17:34:20 GMT
I just tried to put the chunks (1 preload) and the whole prefab (5 preload) into the boss pull, but when they spawn it just says 0/1 at the chunks and 0/5 as the whole piece even thou it has spawned 5 on the scene.
|
|
|
Post by DarkTonic Dev on Jul 21, 2014 22:31:22 GMT
Ah, well then it's still Instantiating the chunks and not using Pool Boss. You'll probably have to go find the code in the fracturing plugin that does the Instantiating and make it use PoolBoss instead. You could ask the author where that code is.
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 22, 2014 8:18:22 GMT
Ah damn, I'm not coder useing playmaker for this  I'll see what he can do, thanks
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 22, 2014 17:11:38 GMT
Update: I just found out it isn't updating realtime, so when i go back and check the bosspull I can see it has spawned 5/5 (the whole piece), but the chunks is still 0. I tried to use a fractured blender model, and it behaves similar.
|
|
|
Post by DarkTonic Dev on Jul 22, 2014 22:55:33 GMT
I'm probably not able to help you with this since I don't own that plugin. You might want to post onto that plugin's Unity thread and see what anyone has done to make it use Pooling. If they give you Pool Manager code, I can translate that into PoolBoss code for you.
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 23, 2014 20:51:13 GMT
Ah okay, I'll look into it. Btw is it possible to use poolmanager5 as poolboss somehow? It can spawn them without lag
|
|
|
Post by DarkTonic Dev on Jul 23, 2014 22:31:35 GMT
I'm not how that would be possible (no lag with it) unless your plugin is using Pool Manager somehow. Did you install something optional for Pool Manager with your fracturing and destruction plugin? It wouldn't use it by default because that would mean that everyone would be required to own Pool Manager to use the other plugin.
Yes there's a way to use Pool Manager, but first I'd like to figure out how your other plugin is "using" Pool Manager. Then we can adapt that code for Pool Boss.
|
|
frozze
New Member
Posts: 12
Posts: 12
|
Post by frozze on Jul 24, 2014 17:15:57 GMT
I didn't install anything optional. I've contacted the author and currently waiting for an answer, I'll be back when i know more.
|
|
|
Post by DarkTonic Dev on Jul 25, 2014 5:08:15 GMT
Ok thank you. That makes no sense to me though. As I said if there was nothing optional you installed, then that plugin would actually *require* Pool Manager to be able to compile...
|
|