Hit A Limit
Hi!
I know there's already a thread regarding this but I didn't want to piggy back.
While playing around with the Ancient Times assets I created an enemy using a puppet and the small rock, placing one and then cloning that one to cover the whole body. Probably amounts to around 40 rocks of varying sizes and orientations, but from what I understood the cost should be minimal because it's a cloned object.
If I place 2 of those enemies in a scene the frame rate drops and once I place 3 it tells me I have too many moveable objects and have 'hit a limit'.
If I do place 3 in a level some of the other moveable objects simply fall through the floor.
I've seen some very detailed creations, both in terms of logic and graphics yet this fairly simple character is seemingly too complicated.
I was having a good time but I'm feeling a bit disheartened as my plans for the level are impossible now.
So... what could I have done wrong and how can I do it correctly?
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Elements in the ancient times kit have a lot of objects wrapped up into one. For example, there tends to be 3 or 4 paint objects with a rock and it's all wrapped up into a group. So if you copy that a lot of times, that's 5 "things" per copy and can balloon the thermo pretty fast if you use a lot of them.
Cloning a sculpt doesn't cost any graphics thermo, but costs a little gameplay thermo as it's a "thing." But you're not just cloning a single sculpt but many things grouped together.
Paint is harder to draw also, so that can hurt the framerate.
As for the physics, it could be because those objects have a high physics cost and because they are inside a movable object (the puppet) they are used in the physics simulation. Try making those sculpt have a low physics cost. Or make them non-collidable perhaps. -
Thanks for responding, it's good to have an explanation as to why it resulted in the error. Makes all the fantastic creations even more impressive.
I'll take a look and see if I can make it non-collidable without breaking it entirely. If necessary I'll sculpt my own rock and replace them all. -
So, made all the rocks non collidable and deleted as many of the paint assets as I could and it made the creatures much less demanding.
Tried it possessed and all seemed normal, so I replaced the ones in my level, copied all the logic over and everything works ok - except the key frame when hit no longer plays (which I suspect I'll just need to do again) and for some reason it won't walk when equipped with a follower. Any idea what that could be?
Thanks again! -
Never mind. For some reason the previous creature's follow strength was now too weak for it to move.
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Cool. No problem.
Maybe the new rocks have a higher density, so it's harder to move the puppet, something like that...
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