With lots of triggers, VRC_EventHandler.LateUpdate takes a noticeable amount of processing
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CyanLaser
In maps with a large number of triggers, VRC_EventHandler begins to take up a noticeable amount of processing. In my current project, I have enough event handlers that disabling all of them drops CPU time from 6.2 ms to 5.2 ms. Using the Unity Profiler, it is all happening in VRC_EventHandler.LateUpdate()
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Tupper - VRChat Head of Community
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Fixed in a recent update.
danly
Hmm, I can make this faster.
danly
Oh right, I did. It should be fixed now.
CyanLaser
I doubt there will be very many people with >1000 VRC_Triggers, let alone 4000. Just making a note about it while optimizing this map.
Ghoster
CyanLaser my newer public beerpong (actually called cuppong) has around 1900 triggers but they are not going off all at once. Max per second is around 400 trigger.
One thing i did notice is that is that the longer the world is up for, say over an hour, the more likely you are going to lag more and more, leading to triggers failing to sync and increasing lag with every trigger fire off. I agree that the vrc team needs to look into the trigger and event system to optimize them a bunch more.