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Copy file name to clipboardExpand all lines: README.md
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* On a GTX 10606GB- All of the demos (using 10-15000 skinned mesh) will run at above 150FPS.
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* Without LOD- Maybe 20-30FPS. There is simply too many animated vertices.
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* This library has very little CPU overhead. You will only really get CPU overhead from populating the buffers which send data to the GPU.
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* Changing the depth of entities with many children can be expensive. If you need to reparent entities with many children, try keeping them at the same hierarchy depth before and after reparenting.
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* You can create/modify/and destroy instances on different threads than the Unity Main update thread.
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* That being said, thread safety for this library is implented via simple mutual exclusion locks.
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* There is also an optional per-instance color that you can set.
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* If you want to modify the compute shader and add your own stuff- you can overwrite some of the fields in the property struct safely.
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* You can overwrite the offset/tiling if you dont need them. You can overwrite the color if you dont need it. You can overwrite the pathInstanceTicks if not using a path. You can overwrite the instanceTicks if not using an animation. The pad2 field is completely unused- you can use it for whatever without any worries.
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* What version of Unity is supported? Unity 2023.2 is what this project was most recently built with- but it should work for most versions. See *branches* for versions with explicit support.
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* What version of Unity is supported? Unity 2023.2 is what this project was most recently built with- but it should work for most versions. See *branches* for versions with explicit support.
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