ARfoundation- extreme overheating - performance

My phone gets extra hot when simply testing Unity's sample AR scene, which is an empty scene.
It happens when the ar camera is on. (I even limited the frame rate)
Is there anything to do about that? How do other AR apps don't get so hot? Is it only because of Unity? AR foundation?

Related

Unreal - Move players's camera and hands at the same time

I'm new to Unreal Engine and I want to make a First-Person game. I want my player to climb on top of a cube.
So I created a Camera animation, in order to see that the player is climbing (the camera goes up, then rotates a little, then goes forward). When the player is climbing the cube, I also want their hands to grasp the edge of the platform and push in the upward direction. I don't have a full skeleton, only hands like in the basic first-player example.
So basically, when the player presses space in front of a cube, I'd like to have my camera animation and my hand animation to play at the same time and to be synchronized.
Is there any animation class to do both in the same class ? Like a montage, or a sequence. When I go to animation montage, I can't find anything to import my camera animation.
When I create a new skeleton animation, there is no camera attached to the skeleton so I cannot move the camera and the hands in the same animation.
Thanks for your help!
Root Motion can do this. With Root Motion, you wouldn't animate the camera directly. Instead, you'd animate the character's root bone to move the character capsule (and thus camera). This would keep the camera and hands in sync and also allow you to implement your climb.
Stack Overflow isn't the best place to ask animation questions. I'd recommend one of the following instead:
Anim State (which also has a discord server)
UE4 Animation Forum

CreateJS Performance issue when rendering in a canvas that is displayed on mobile

I have a very specific issue. I am doing a demo in VR with three.js where I want to display 2D data. The data that will be displayed is dynamic (Text info) and needs to be animated.
Animate CC providing a nice suite of tools is an easy choice for this. With three.js, the way I found to add some 2D animation in the world, was to create a plane, add a texture from a canvas I created, which I update on RAF. No problem as of now.
The canvas I'm rendering is also the one that I create my stage from. Here the issue : Whatever the animation is (even an empty stage) I see a drop in framerate of about 15, as soon as I add the eventlistener on tick for the stage update. I tried many things (like not even adding the mesh, onto which I draw the canvas, to my scene) And If the eventlistener is added, I see my fps take a hit.
Whether the animation is "heavy" or not, I see this drop in framerate. And that drop is a big issue in VR since staying on 60 FPS is pretty much a must have at this point.
Any lead on what I could do to make this better ? Thank you !

Does adding many game GameObjects in scene (not rendered) inefficient for performance? [Unity]

I'm using Unity 4.6 to develop a 2D game. I want to know if having a lot of GameObjects in the scene (out of the camera's sight) has a considerable influence on performance.
For example, is it efficient to make an scrollable list of names (like 1000 of them)? (each one is a GameObject and has a text, a button etc.)
I mask them in a specified area (for example 10 of them are visible at the same time).
Thanks in advance!
Depends on whether or not the objects have visible components. If they do, the engine will draw them even if they are 'off-camera'. A game object by itself has a pretty light load - a tile based game could have thousands in memory. You'll want to toggle the visibility of sprites if you plan on drawing a large number to the scene off-camera. This is where a SpriteManager comes in. It'll check to see if the sprite is in the camera's rectangle and disabled sprites that aren't. There is a semi-offical exmaple here that is good if a little complicated:
http://wiki.unity3d.com/index.php?title=SpriteManager

Implementing terrains in XNA similar to Battle Zone (1980)

I am developing a 3D game for Windows Phone that includes terrains and volcanoes at infinite distance similar to Battle Zone (1980) by Atari Inc. The player can never touch the terrains no matter how far player drives. Currently, to implement this I am mapping a 2D texture inside the wall of cylinder. The cylinder is also moving with the player so that the player can never reach terrains. I am not sure whether this is a good method to implement terrains as I am facing problems like distortion of texture when mapping it on the wall of cylinder.
Please suggest me methods to implement a view of terrains in XNA similar to Battle Zone?
normally instead of cylinder developers use box (so-called SkyBox)
It has less polygons and in general less distortion (could be some at edges)
To make it look more real some devs like Valve use off-screen render in first pass that include skybox + some distant models with low details and moving cloud sprites or textured ring with alpha. Both points of view are synchronised (main camera and off-screen camera) then (without clearing colour buffer) they render final scene on top. Thanks to that far building will move a bit and scene surrounding will look less plain. To avoid z-buffer cleaning between passes they simply doing first pass under the floor(literally) of the scene of main pass.

Blending animations in DirectX - is this technically possible?

I have an animated mesh in the .x format I've loaded with D3DXLoadMeshHierarchyFromX and have an animation controller for it. The mesh has two animations, one for walking and one for throwing where the walk animation.
Is it at all possible to blend the two animations in such a way that both animations can run together with the walk taking priority for frames below the hip while throwing animation takes priority for frames above it? If it is will the effect look convincing therefore worth pursuing? Do game developers typically blend animations in such a way to get all the different animations they wish or do they simply create multiple versions of the same animation, i.e. walking while throwing, standing while throwing, walking without throwing?
You can set High and low priority animation tracks with ID3DXAnimationController::SetTrackPriority. You can then blend between them using ID3DXAnimationController::SetPriorityBlend.

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