I have a question for you, so I have 8 HISM Actors (different asteroid resources)
which works great on its own, can go and happily mine the hell out of it. In the picture below I have roughly 14k all around the planet (bit much maybe but I was just having fun)
I wanted to go a step further and have the belt rotate. my issue is if I rotate the
HISM actor the game royally destroys itself
this is what I had before, being on the tick event I can easily see why it destroys the game so sort of looking for an alternative?
It is a possibility but I have a ship that goes out and flies through it for mining (gets damaged if it hits an asteroid) collision is kind of necc. unfortunately so not sure I could turn it off and still get the same effect?
ok so I turned off can step on and set collision profile to no collision, performance massively improved for rotation (not perfect but about 99%) so collision is the cause of the slow down, is there any way to have collision but reduce its load or am I asking the impossible
So, it’s not possible to check collision for each boulder, as you can see. You’ll need to find a snappy shortcut
Narrowing the profile will help, instead of ‘block all’, go for ‘pawn’, or your type of spaceship, so the system only has to look for one thing. But I think it will still be too slow?
Or do it from the spaceship using overlap. Just detect overlapping objects. ( maybe, not sure about that one )
Well, as much as I want them rotating I will try narrowing profiles etc but I think I’ll just have to accept the fact that with the numbers I want it’s not really feasable
Maybe I could add a particle system dust cloud that moves instead around the asteroids to trick the eyes a bit, who knows, I’ll come up with something