Hi,
Really like the pack.
I had two questions while going through it.
First, I noticed there’s a lot of tick and timer usage. It looks like most items are using one or the other, and anything using AC Interact seems to tick as well. Are there any plans to optimize this? My concern is that if there are a lot of these actors in a scene, the CPU cost could add up fast.
I may just optimize some of it myself, but I wanted to bring it up in case it’s useful feedback or something you’re already planning to improve.
Second, I’d like to use the default GASP Motion Matching character with this pack as it has more traversal options. How hard would that be? Is it mostly a matter of adding the relevant events to that character, or is the system tied pretty deeply into the included character setup? Would it be possible for you to put together a guide on how to do this?
Hi,
Really like the pack.
I had two questions while going through it.
First, I noticed there’s a lot of tick and timer usage. It looks like most items are using one or the other, and anything using AC Interact seems to tick as well. Are there any plans to optimize this? My concern is that if there are a lot of these actors in a scene, the CPU cost could add up fast.
I may just optimize some of it myself, but I wanted to bring it up in case it’s useful feedback or something you’re already planning to improve.
Second, I’d like to use the default GASP Motion Matching character with this pack as it has more traversal options. How hard would that be? Is it mostly a matter of adding the relevant events to that character, or is the system tied pretty deeply into the included character setup? Would it be possible for you to put together a guide on how to do this?
Hi and welcome aboard! 😊
Thank you for purchasing the framework and for your support! We have tried to optimize tick usage wherever possible. most place where a tick is used are conditional, so it doesn’t run unnecessarily in default states. But yes, there’s still room for more optimization. We will continue improving performance in future updates, not only for ticks, but also by cleaning up functions, making things more modular, and improving overall structure.
Regarding the default GASP Motion Matching character, if you are familiar with that character and motion matching, you can set it up. However, you will need to add all systems that depend on the framework’s default character, which can be time consuming and require some effort for fixing conflicts. We recommend waiting for the upcoming updates, which will add more features to the framework, before trying to integrate the GASP character.
@hosna Thanks for the reply, and for the work on the framework.
I might try integrating the default GASP Motion Matching character myself. If I keep waiting for the next update each time my game will never get finished 😂 especially since updating the pack currently means spinning up a new project each time.
It would have been really nice to have the motion matching character as the base since it already has a lot of locomotion states that would be useful, but I’m still really thankful for the work that’s gone into the pack. It’s been a great starting point.
@justinmgg You are welcome, really glad the framework has been useful for you 🙂
And yes, that makes sense. If you're familiar with the GASP Motion Matching setup, you should be able to integrate it by adapting the required events and systems. I completely understand your point. Good luck with your project!
