Can anyone see why this might be happening?
I am seeing some really terrifying profiler output on a very simple call: transform.rotation_set. Setting the rotation of an actor seems to be taking very long. There are a large number of actors in the scene, but each of them are performing operations which seem much more complex than just setting rotation. Rotation is taking up 1/4 of the AI calculation, even when run next to a lot of physics and pathfinding code.
Each actor has between 20-30 children, and most of them are just empty nodes part of the bone hierarchy. Each actor has a skinned mesh renderer, a kinematic rigidbody, an animation, and a capsule collider. Could any of these components the culprit to this performance impact?
Any insights on how to improve this would be great. I’m trying to optimize these actors as much as possible.