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Realtime inverse kinematics on unity apps for android and iOS

Discussion in 'Animation' started by newbie2014, Feb 23, 2017.

  1. newbie2014

    newbie2014

    Joined:
    Dec 1, 2015
    Posts:
    7
    Hello I want to understand how much overheads do implementing inverse kinematics in realtime add.

    I am looking at an implementation as such demonstrated in the video.


    Let me explain the exact requirement now.

    Assuming a game of mario, where mario is a 3D Character. And there is a coin placed at a height. So when mario comes into area of effect for the coin, we know the initial position of his arms, and we know the expected final position which is the position of the coin.

    So we create a trajectory from initial to final position in realtime and the main character moves accordingly in the trajectory.

    Now I can understand this would work fine in editor but if we have exported the game and this computations happen realtime for every object, how much CPU intensive would this be? Do all the existing IK assets provided on store

    for example in this video of final IK
    the characters are following the trajectory in real time I suppose. But what if we were to create the trajectory realtime depending on player positions, would that be a CPU intensive task to NOT work on mobile devices?
     
    awsapps likes this.