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Update navigation_optimizing_performance.rst
Maybe it's a spelling error. runs out off -> runs out of
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@@ -53,7 +53,7 @@ Baking navigation meshes at runtime should always be done in a background thread
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Complexity of source geometry data parsed from scene tree nodes has big impact on baking performance as everything needs to be mapped to a grid / voxels.
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For runtime baking performance the NavigationMesh cell size and cell height should be set as high as possible without causing navigation mesh quality problems for a game.
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If cell size or cell height is set too low the baking is forced to create an excessive amount of voxels to process the source geometry.
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If the source geometry spans over a very large game world it is even possible that the baking process runs out off memory in the middle and crashes the game.
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If the source geometry spans over a very large game world it is even possible that the baking process runs out of memory in the middle and crashes the game.
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The partition type can also be lowered depending on how complex the games source geometry is to gain some performance.
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E.g. games with mostly flat surfaces with blocky geometry can get away with the monotone or layers mode that are a lot faster to bake (e.g. because they require no distance field pass).
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