In my game we want to animate individual machines that are placed on player bases
The problem is that machines can be densely packed together, and that can cause a lot of lag
Right now, I am just using Roblox animations because they seemed like the easiest option, and I thought they would be the fastest (because they are ran in C++?)
To animate the machines in the clip, I just have a server script inside of each machine’s animationcontroller with one line:
script.Parent:LoadAnimation(script.active):Play()
I am wondering what you guys have done in the past and what works best
For example, does not playing animations for occluded machines improve performance?
Would a custom animation system be faster than Roblox’s defualt animation system? If so, is Motor6D.Transform the fastest way to update cframes?
Should I lower the FPS of faraway animations, and is it possible to do so through the Roblox animation system? If it’s not directly possible to lower the FPS through the Roblox animation system, what if we manually (well, programmatically) make a separate set of animations that have the same CFrames for many frames in a row? Would that be less intensive?
I would like the machines to keep their Roblox material textures if possible, but I am open to substituting the meshparts (btw everything is a meshpart) with SpecialMeshes and using scale and offset for farther away machines if it improves performance