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quick:design [2018/05/18 21:46] – pedro | quick:design [2018/11/15 10:39] – [In Behavior Bricks efficiency matters] pedro | ||
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public GameObject prefab; | public GameObject prefab; | ||
public GameObject wanderArea; | public GameObject wanderArea; | ||
+ | public GameObject player; | ||
+ | |||
public int Spawns = 750; | public int Spawns = 750; | ||
Line 352: | Line 354: | ||
void Start() | void Start() | ||
{ | { | ||
- | entities = | + | entities = new List< |
- | | + | entities.Add(player); |
- | as GameObject[]); | + | |
- | entities.RemoveAll(e => e.GetComponent< | + | |
InvokeRepeating(" | InvokeRepeating(" | ||
} | } | ||
Line 422: | Line 422: | ||
Once the enemies have been spawn you can check the scene stats, by pressing the `Stats` button in the `Game` pannel, and see how many frames per second (FPS) are you getting, 50 in the example shown in the figure. | Once the enemies have been spawn you can check the scene stats, by pressing the `Stats` button in the `Game` pannel, and see how many frames per second (FPS) are you getting, 50 in the example shown in the figure. | ||
- | ![Performance Tasks per tick = 500](images/ | + | {{ :images:design:PerformanceTest1.png }} |
One way to increase the performance without decreasing the number of spawns or making modifications to the behavior tree is to modify the field `Max Task Per Tick` of the `Behavior Executor` component of the `Enemy prefab`, by default its value is 500. Set it to `1`, play the scene again and see how it affects performance. In this case our frame rate increases up to 65 FPS without apparently affecting the observed behavior of the enemies. | One way to increase the performance without decreasing the number of spawns or making modifications to the behavior tree is to modify the field `Max Task Per Tick` of the `Behavior Executor` component of the `Enemy prefab`, by default its value is 500. Set it to `1`, play the scene again and see how it affects performance. In this case our frame rate increases up to 65 FPS without apparently affecting the observed behavior of the enemies. |