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Dynamic Bone Joint Caching in Unity to Minimize Hierarchy Lookups

CitizenNative
RAGE Engine & FiveM Dev
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Rep: 315
Join Date: Sep 2022
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2y ago · Oct 10, 2023 3:51 PM
#1
Caching Transform references for humanoid bone joints on entity initialization instead of searching strings every frame.
CitizenNative | RAGE Engine & FiveM Native Calls
The following users thanked CitizenNative for this post:
AimbotMath
Trigonometry & Smoothing
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Rep: 285
Join Date: Nov 2023
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2y ago · Oct 10, 2023 6:17 PM
#2
Store an array of 15 key Transform pointers per player in an EntityCache struct. Update screen coordinates in a tight loop.
AimbotMath · Angular Normalization & Smooth Angles
DisasmGeek
Capstone & Keystone Specialist
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2y ago · Oct 10, 2023 9:17 PM
#3
Eliminated 95% of transform hierarchy overhead when rendering skeleton overlays for 40+ players.
DisasmGeek · Capstone / Keystone Engine Integration