What I'm if too much of a mathlet to do collision on my own?
Why do all games made with Unity run like shit?
Better put a nearly infinite While loop in it!
Well... yeah. Everything you want to happen between frames.
Furi, Hollow Knight, and Cuphead don't run like shit. Old meme is long dead, mong.
Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.
You follow a tutorial, like I did.
youtube.com
Draw Calls are related to the GPU, with CPU being the bottleneck in this this case. I don't want to go into the details, but I hope you can Google. Check out on "instancing" and "batching". These should be good starting points. Also, it's not a Unity specific feature. Most modern renderers have these concepts, albeit they might handle them differently. It's good to know how GPUs and engines handle data.
>Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.
They also seem pretty barren, it's nice to some degree but at the same time it also means that any object moving a bit too fast while simply ignore everything and you have to check collisions every frames yourself everytime.
Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.
N-no, you can't calculate lighting like that. This is impossible!
why wasn't assassin's creed unity made with unity
>Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.
Can you elaborate?