![]() ![]() I'll quickly butt-in, but the OP can probably answer better than I. Just looking at the titles/names of your objects, it's unlikely you're going to be needing this kind of performance consideration, as most everything seems to be static rooms/walls/buildings/furniture in a sort of adventure or third person game.īut if it's possible, make a startup script that flattens the hierarchy and have a look at the difference in profiler time taken on transform duties. But this only solves the performance problem, not the editing during play mode. I also nest in the hierarchy, many master objects, and flatten the hierarchy on entering play mode. Not quite enough to make it worthwhile using DOTS, but more than enough to be able to show a HUGE difference in performance between a flattened hierarchy versus a carefully groomed and organised nesting hierarchy.Ībout the only way I've found to solve this from a usability point of view is the using of custom proxy objects for groups of editing that generate the flattened prefabs at startup, otherwise the hierarchy just becomes too busy. I'm making a fast arcade game, with lots of interacting and fast moving small objects and medium sized objects. And this can get to be quite significant. So in a fast moving game or one with a lot of things moving against one another, the flatter the hierarchy the faster this checking and moving occurs. + Dragging a prefab in a parent spawns it at 0,0 wow!Ĭlick to expand.I'll quickly butt-in, but the OP can probably answer better than I.Įach game object that needs to be checked or moved, or moved and checked, the system has to go down through the hierarchy and back up, on each object. + Creating a object into a parent has it spawn at 0,0 + There is a setting to have objects spawn in 0,0 in the scene + Ctrl-D now inserts at the position below! ![]() + Copying a object into another parent keeps the position intact + You can now copy something in another object and have it zeroed. ![]() The unity team did some very commendable improvements for 2022.3+ LTS it seems. "Show in Explorer" should show the contents of the folder, not where the folder is locatedĮdit2:. If you copy paste into a isolated prefab, zero it instead of doing something random If you copy paste into a new object, keep the current position in worldspace If you create a new prefab, Zero the prefab positions, not keep random world position If you insert a parent to your object, center the parent to the object you selected If you drag inside the hierarchy, center to the parent object you dragged it into, not random If you drag inside the scene, at least round the third decimal so it dosnt look awful This counts for created meshes through both(!) dropdowns and objects dragged into the hiearchy. Zero below the currently selected parent object (if none exists, the scene is parent) (Since code inserts at the bottom) Not 50:50 top/bot. If no selection exists, insert at the bottom. Always insert new creations below the current selection. Sorry for the sarcastic tone but this is completely insane to all be untouched for so long and its painfully frustrating.Įdit:. I happily list you all the things you need to know and give you a detailed list, just the impulse has to come from you. If you need a reference for a good hierarchy look at Cinema 4D or something like that. This stuff hasnt been touched in a decade and if Unity made games and had to actually work with the tools, this would have been fixed many years ago. It is trying all possible registers to make the biggest mess in your scene as humanly possible. Doublicating a spawned object moves it thousands of objects apart to the very bottom of the entire scene Creating a empty parent dosn't center on the child but on its parent folder I cannot even paste an object next to each other Placing prefabs into the hierarchy however gives them a terrible random position Folder selection is ignored when placing prefabs onto the ground Dragged in objects spawn at a random position at the very top of the list, sometimes first, sometimes 5th. ![]() There is zero care for snapping or grids in general even when enabled. I am tired of pasting a perfectly centered object into a new object for it to be completely offset randomly I am tired of copy pasting objects landing at a completely random position I am tired of newly created objects spawning at -22, 4, 0.4, or in center of the screen, or randomly offscreen I am so tired of having objects be placed at I am tired of not being able to see icons of my prefabs I am tired of not being able to read names of my content ![]()
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