Posted October 04, 2024 by RenMok
#optimization #inverse kinematics #IK #object pooling
Hey everyone!
I’ve made some solid progress this week, particularly around how the player character respawns in the game. Right now, whenever the player dies or needs to reset, I’ve been using a method where I destroy the current player object and instantiate a new copy of the player prefab. This approach has worked great in terms of ensuring everything resets correctly—especially things like the character’s position and the IK targets, which are crucial for keeping the animations and movement looking smooth.
Initially, when I was respawning the player, I was simply moving the existing player to the respawn point. In these iterations, I ran into issues with the player’s limbs being out of place or the character not resetting properly, especially after teleportation or respawn events. After experimenting with a few different ways to handle this and extensive google searching, I realized that the simplest solution is often the best. That solution being to simply destroy the character and instantiate a new copy, which produced the most reliable results. This way, all the character’s systems—from the Rigidbody to the Animator and IK controllers—reset in a clean state.
However, I am acutely aware that I need to be cautious with operations that are performance heavy, given the size of my project and the quality of assets that I am using. This current method, while effective, might not be the most efficient in the long run. Instantiating and destroying objects, especially complex ones like my player character, can be a bit heavy on performance. In certain situations, this could lead to memory spikes or unnecessary overhead, particularly if respawning becomes frequent in areas that players may find particularly challenging.
As I’ve dug deeper into optimization strategies, I’ve come across a few alternatives that could make this system more efficient without sacrificing reliability:
The next step is to experiment with these different approaches and see which one gives me the best balance between performance and reliability. I’m particularly interested in how the Disabling and Repositioning method works out, as it seems like the simplest solution that directly addresses the IK placement issue.
It’s all about finding the right balance between keeping things efficient while maintaining the gameplay experience I want for the player. I’ll keep you posted on how these changes impact performance and whether or not they resolve the challenges I’ve been facing with respawn mechanics.
Thanks for following along, and as always, I’m excited to share more progress in the next devlog!
Until next time!