I’m currently working on an animation system and characters for a game that aims to be crossplatform, including the Nintendo Switch. While I’m aware of the Switch’s lower performance limitations, and I’ve come across some info on suggested limitations such as a bone limit of 256 per character and recommendations to avoid physics, such as rigid body, for secondary animation. I’ve been struggling to find more detailed information or examples of workarounds that developers have implemented for animation systems compatible with both the Nintendo Switch and other consoles.
Could anyone provide additional insights or share their experiences with overcoming similar challenges?
Your expertise and advice would be greatly appreciated!
Set each node inside the AnimBP with a LOD threshold ( select node > details panel, at the very bottom ), so that you can turn off some nodes if the character is far away
Do not use too many blendspaces, since blendspace load all the animations at once, alternatively use a different setup ( blend multi or something similar )
( From the BP ) do not tick the AnimBP if you’re not in view of that character
Use at least 3 or 5 bone lodding for your characters
If you need physics, like for cloths, fake it by using joints
Avoid using logic connected to Event Blueprint Update Animation, use C++ code if possible, or in general try to avoid using tick in AnimBP
Use Interfaces to trigger variables inside the AnimBP