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Unity Asset € MapMagic World Generator V1.3

The seed generation works just like a tree, but with more moving parts, so it’s generally slower than a tree. The speed depends on the detail number and scale. The best way to find a good number for your game is to follow the guidelines in the video tutorial in the section Unity Asset MapMagic World Generator v1.3 : Seed Building:

If you enable the GPUI and Mecanim Animator Options in the Settings dialog, you can enable Autocalculation for the transform speed in the Animator component for instance count. This makes a lot of things work faster, but can also cause erratic performance since the instantiation scale factor is also an important factor for instance speed. If you use the default settings and want to get a good performance for your scenes, you have to tweak all those settings. See the video tutorial : Unity Asset MapMagic World Generator v1.3: GPUI and Mecanim Animator : Autocalculation Settings:

When using the Mecanim Animator, the GPUI instance count will always be calculated on the same instance as the Animator. Unity will use the Animator’s state machine to calculate the instances based on the connected bones. For example, the Time Travel mode in the video tutorial in the section Unity Asset MapMagic World Generator v1.3 : GPUI and Mecanim Animator : Time Travel Mode explains how the Time Travel option affects the instance count. As a conclusion, if you wish to use the Time Travel mode, you should set the Generate Instances option to Ignore. This is the default behavior of the Animator component.

You can use the Unity Mecanim Animator to handle the state machine for animations as usual, and GPUI will read the animator states from the Mecanim Animator. This will let you use your existing Animators and scripts with Crowd Animations, and make it possible to use indirect GPU Instancing out of the box with all the GPUI features such as GPU frustum and occlusion culling. This workflow increases GPU performance while rendering skinned meshes, but it won’t be an ideal solution for projects that are CPU bound since the Mecanim Animator will still create an overhang for each instance.

The seed generation works just like a tree, but with more moving parts, so it’s generally slower than a tree. The speed depends on the detail number and scale. The best way to find a good number for your game is to follow the guidelines in the video tutorial in the section Unity Asset MapMagic World Generator v1.3 : Seed Building:
If you enable the GPUI and Mecanim Animator Options in the Settings dialog, you can enable Autocalculation for the transform speed in the Animator component for instance count. This makes a lot of things work faster, but can also cause erratic performance since the instantiation scale factor is also an important factor for instance speed. If you use the default settings and want to get a good performance for your scenes, you have to tweak all those settings. See the video tutorial : Unity Asset MapMagic World Generator v1.3: GPUI and Mecanim Animator : Autocalculation Settings:
When using the Mecanim Animator, the GPUI instance count will always be calculated on the same instance as the Animator. Unity will use the Animator’s state machine to calculate the instances based on the connected bones. For example, the Time Travel mode in the video tutorial in the section Unity Asset MapMagic World Generator v1.3 : GPUI and Mecanim Animator : Time Travel Mode explains how the Time Travel option affects the instance count. As a conclusion, if you wish to use the Time Travel mode, you should set the Generate Instances option to Ignore. This is the default behavior of the Animator component.
You can use the Unity Mecanim Animator to handle the state machine for animations as usual, and GPUI will read the animator states from the Mecanim Animator. This will let you use your existing Animators and scripts with Crowd Animations, and make it possible to use indirect GPU Instancing out of the box with all the GPUI features such as GPU frustum and occlusion culling. This workflow increases GPU performance while rendering skinned meshes, but it won’t be an ideal solution for projects that are CPU bound since the Mecanim Animator will still create an overhang for each instance.
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