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| 08 Jul 2015 04:16 PM |
| Could this be true? Anyone have thoughts on this? |
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| 08 Jul 2015 04:23 PM |
This is why unions were made in the first place?
LocalScript, LocalScript, Script! |
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Lineout
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| Joined: 06 Nov 2012 |
| Total Posts: 684 |
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| 08 Jul 2015 06:40 PM |
@Hiddren Yeah, no.
They were made to allow easier access to make more complex shapes. |
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Ocks67
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| 08 Jul 2015 08:02 PM |
| A union uses as much ressources as around 40-50 parts for all I know. |
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| 08 Jul 2015 08:03 PM |
| Unions weren't intended to reduce lag, they're intended to make more complex shapes. Unions require both your computer and your internet to work properly. |
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sparker22
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| 08 Jul 2015 08:24 PM |
| Unions decrease rendering workload as the faces you don't see are no longer rendered. This increases performance to a certain degree. Although, I would imagine it is more draining on the physics engine since these complex physics shapes take more computation time than box colliders. |
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| 08 Jul 2015 08:31 PM |
| what do you mean "faces you don't see are no longer rendered". |
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Lineout
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| Joined: 06 Nov 2012 |
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| 08 Jul 2015 08:33 PM |
| If you have 2 bricks, It will render the the sides you "don't see". With a union, combining these two bricks will allow efficient render times as it does not need to produce as many faces. Like sparker said though, it will strain the physics engine more than box colliders. |
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| 08 Jul 2015 08:35 PM |
| Oh I thought he meant something else. |
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sparker22
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| 08 Jul 2015 09:01 PM |
| Personally I believe roblox needs to follow in Unity's footsteps. Colliders are a component in Unity. So I suppose roblox could implement a property since it doesn't have a component system. The property could give us different options like cone, mesh, box, sphere colliders etc. This way developers can balance physic accuracy and performance. |
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