Settings / AvatarSettings
AvatarSettings Class
Control the opening and closing of some optimization items
Example usage: Create a script named "ClassExample", place it in the object bar, open the script, enter the following code to save, run the game, and you will see the corresponding method call information in the server log. The code is as follows:
@Component
export default class ClassExample extends Script {
protected onStart(): void {
this.RoomSettings();
}
public RoomSettings(){
let opt = AvatarSettings.optimizationEnabled;
Console.log ("Whether role optimization is enabled:"+opt);
}
}
@Component
export default class ClassExample extends Script {
protected onStart(): void {
this.RoomSettings();
}
public RoomSettings(){
let opt = AvatarSettings.optimizationEnabled;
Console.log ("Whether role optimization is enabled:"+opt);
}
}
Table of contents
Accessors
optimizationEnabled(): boolean other |
---|
Turn character optimization on or off: limit the time to run animation data by dynamically limiting the tick frequency of component of the skeleton mesh. The purpose is to use a fixed CPU budget (not exceeding it), |
Methods
setOptimization(character : Character , useAnimationBudget : boolean , useWave : boolean ): void other |
---|
Turn on and off a character optimization: limit the time to run animation data by dynamically limiting the tick frequency of component of the skeleton mesh. The purpose is to use a fixed CPU budget (not exceeding it), |
Accessors
optimizationEnabled
• | • | ||||
---|---|---|---|---|---|
Turn character optimization on or off: limit the time to run animation data by dynamically limiting the tick frequency of component of the skeleton mesh. The purpose is to use a fixed CPU budget (not exceeding it), Simultaneously maximizing the perceived animation quality with minimal system overhead. The system determines the fixed budget of each platform (the number of milliseconds (ms) of work executed on the game thread), and determines whether it can complete all the required work, Or whether it is necessary to reduce the workload to complete. If it needs to be reduced, it will do so based on importance and target several areas, with the goal of dynamically adjusting the load to fit a fixed (game thread) budget. The areas include: Stop checking and use Master Pose Component. Perform updates at a lower rate. Insert (or not insert) between update. Returns
| Turn character optimization on or off: limit the time to run animation data by dynamically limiting the tick frequency of component of the skeleton mesh. The purpose is to use a fixed CPU budget (not exceeding it), Simultaneously maximizing the perceived animation quality with minimal system overhead. The system determines the fixed budget of each platform (the number of milliseconds (ms) of work executed on the game thread), and determines whether it can complete all the required work, Or whether it is necessary to reduce the workload to complete. If it needs to be reduced, it will do so based on importance and target several areas, with the goal of dynamically adjusting the load to fit a fixed (game thread) budget. The areas include: Stop checking and use Master Pose Component. Perform updates at a lower rate. Insert (or not insert) between update. Parameters
|
Methods
setOptimization
• Static
setOptimization(character
, useAnimationBudget
, useWave
): void
other
Turn on and off a character optimization: limit the time to run animation data by dynamically limiting the tick frequency of component of the skeleton mesh. The purpose is to use a fixed CPU budget (not exceeding it),
Parameters
character Character | Usage: character object |
---|---|
useAnimationBudget boolean | Usage: Whether to open or close character animation budget allocator |
useWave boolean | Usage: This parameter is now deprecated |
Or whether it is necessary to reduce the workload to complete. If it needs to be reduced, it will do so based on importance and target several areas, with the goal of dynamically adjusting the load to fit a fixed (game thread) budget. The areas include: Stop checking and use Master Pose Component. Perform updates at a lower rate. Insert (or not insert) between update.