I have an virtual chatting application, where people can move their heads and right hand using a VR headset.
All client avatars are rigged and we use VRIK to render head and hand.
When multiple clients log into the same room, I start to get some performance issues.
I've circled SolverManager.LateUpdate() which in turn calls IK.UpdateSolver() as the culprit.
Is there a way I could limit the update rate of the SolverManager or to rephrase my question, to not perform the IK calculations every frame?