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Hello,
Why low fps? (on android mobile device)
No optimization for mobile?
Obi physics methods fps drops.
Is there a frame loop amount?

Thanks.

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(06-06-2021, 08:02 PM)ByGuest Wrote: [ -> ]Hello,
Why low fps? (on android mobile device)
No optimization for mobile?

Obi is extremely well optimized for mobile. However, I see you're using the fallback backend (Oni), you should be using Burst which gives better performance on mobile.

Also, how many substeps are you using? these largely determine performance vs quality.

(06-06-2021, 08:02 PM)ByGuest Wrote: [ -> ]Obi physics methods fps drops.
Is there a frame loop amount?

Physics in Unity (including Obi) happen in FixedUpdate(). How often FixedUpdate is called is controlled by Unity's Time settings, specifically fixed timestep and max fixed timestep. See:
https://docs.unity3d.com/Manual/class-TimeManager.html
https://docs.unity3d.com/ScriptReference/Time.html
I try everything,
Using low vertices model, most effective.
But quality not good : /
(07-06-2021, 11:39 AM)ByGuest Wrote: [ -> ]I try everything,
Using low vertices model, most effective.
But quality not good : /

Just did a test build of the included soccer net sample scene in an iPhone 7. It's running at solid 60 fps.

Make sure you've installed the required Burst dependencies. If you don't, the engine will fall back to your current backend (and will show a warning in the ObiSolver component). See:
http://obi.virtualmethodstudio.com/tutor...kends.html

The required packages are:
  • Burst 1.3.3 or newer
  • Collections 0.8.0-preview 5 or newer
  • Mathematics 1.0.1 or newer
  • Jobs 0.2.9-preview.15 or newer

Also, if you're using surface collisions, make sure particles are small enough for them to not intersect with many neighbors. This will negatively affect performance as explained here:
http://obi.virtualmethodstudio.com/tutor...sions.html
I will try these, thanks.