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Showing results for tags 'SchemerScript'.
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Hello, I try to optimize the creation/loading of our "avatar" at runtime. As I am working on a online game it can happen that the game need to create more than one "avatar" at the same time. So I made some "performance" test and for example creating 100 avatars took approximately 5 seconds. Instead of loading the node (which contains the ObjectMeshSkinned) and loading the skinner script each time I try to preload/clone them. But at the end it still too long. Here is my code Avatar(ObjectMeshSkinned preloadedMesh, Unigine::Skinner::Skinner precreatedSkinner, Unigine::Schemer::SchemerScript preloadedScript) { Node clonedNode = preloadedMesh.clone(); _mesh = class_cast("ObjectMeshSkinned", clonedNode); class_append(_mesh); _skinnerMesh = new Unigine::Skinner::SkinnerMesh(precreatedSkinner, _mesh); _skinnerMesh.setScript(preloadedScript); initialize(); } After commenting lines to find which line took all the time if found that it is _skinnerMesh.setScript(preloadedScript); I take a look at the code of skinner_mesh.h and I see that the script is compiled. Is there a way to preload and precompile a script and then to clone it ? So I have not to compile the script each time I create an avatar ? Thanks.