So my hologram object has a proximity that detects for an Anti-Tower, a location where you aren’t able to place towers. But this is incredibly laggy due to all of these Anti-Towers being solid. Can someone help with a way to make them not solid, but still tell the Hologram that it can’t place there?
Hey, can you post some details about how to set things up to get to the laggy bit?
Some general optimization advice for everyone: Step one before attempting to optimize anything should always be to check the performance metrics. That way do don’t waste time working on something that’s not actually your bottleneck.
The perfomance matrix is like 90% objects/ smart objects so it’s a bit vague.
But if you play one of my levels, and when you click to place a tower it makes a hologram, which should make the FPS drop a bit.
Ok, so I’ve played this game before, but it’s been a while and I’m pretty confused about how it all works. I went to the tutorial (1-1) and click start. It gives me a window with two defense options. I click one and nothing happens? I click the other and nothing happens? Then I click go, and the game starts running - I get no defense options to place at the bottom. I’m not sure if it’s not complete, or if I’m just being dumb, but I can’t figure out what’s going on. I don’t see any holograms anywhere.
All that being said, it seems like your intuition was correct - proximity is definitely an issue as you can see in the metrics:
Clicking the defenses didn’t do anything?
OH RIGHT, So I made a change where you have to unlock different towers, and that’s unfinished so at the beginning of every game press (U)
-I changed it so it auto unlocks everything just for now.
I see you have a Proximity looking for “=Controller Cursor” with a very large distance - this is probably part of the problem at least. Not sure what that is even doing, but there is probably a better way.
Can you replace that with some different logic?
Raycast could work
It seems to not detect it correctly, since the ray-cast doesn’t start in the center
What do you mean? The Raycast behavior always starts from within the center of the detecting object. Do you mind sending a screenshot?
I set it up with ray cast, and it doesn’t detect anything
That’s probably a bug
Are you trying to replace the =Controller Cursor Prox check with a Raycast? If you explain what that logic is doing, I can maybe suggest an alternative (faster) approach
The controller cursor is only if you’re playing with a controller, I made it so the switch activates when there is a controller.
But the ray-cast should replace the (Anti-Tower) proximity.