yeah, sorry for the vague title, but there's a bit of a dire question I need answered.
So basically, all unit upgrades that are visible on the unit itself when upgraded (ie: the battle shield on the Marine) are always "attached" to the model, but are simply made invisible ingame when they have not been upgraded.
So some custom units I'm modeling are planned to have a huge number of upgrades, but if it's upgraded one way it can't be given any of the other upgrades (to be more specific, it's a tank with different types of main gun turrets, which obviously can't all be in place simultaneously).
So to get straight to the point, are these "invisible" objects always being rendered ingame and taking up computer resources, or when invisible are they not consuming anything at all? This is important because I don't want this tank being three times more resource heavy than it needs to be.
Once any model is loaded into game it stays there in memory. There's even trigger action "Preload" to prevent initial lag when something appears first time. But really you shouldn't bother with that.
yeah, sorry for the vague title, but there's a bit of a dire question I need answered.
So basically, all unit upgrades that are visible on the unit itself when upgraded (ie: the battle shield on the Marine) are always "attached" to the model, but are simply made invisible ingame when they have not been upgraded.
So some custom units I'm modeling are planned to have a huge number of upgrades, but if it's upgraded one way it can't be given any of the other upgrades (to be more specific, it's a tank with different types of main gun turrets, which obviously can't all be in place simultaneously).
So to get straight to the point, are these "invisible" objects always being rendered ingame and taking up computer resources, or when invisible are they not consuming anything at all? This is important because I don't want this tank being three times more resource heavy than it needs to be.
Once any model is loaded into game it stays there in memory. There's even trigger action "Preload" to prevent initial lag when something appears first time.
But really you shouldn't bother with that.