30-07-2021, 08:32 AM
(This post was last modified: 30-07-2021, 08:34 AM by josemendez.)
Hi!
Glad using Burst improved performance for you . There's still a couple things that could be vastly improved:
- All physics in your scene are being updated twice per frame as evidenced by the two calls to FixedUpdate (normal would be 0 to 1 updates/frame). Of each update, regular rigidbody physics are the costlier part. This is shown in orange in your profiler.
This is a direct result of your project's timestep settings. You can decrease your max allowed timestep, or increase your timestep (both found in Unity's Time settings). At the very least, this should almost double performance by bringing the amount of updates from 2 to 1.
I'd recommend reading about how physics are updated in a fixed-timestepping engine such as Unity, and its performance implications. "Death spiralling" or "Wall of despair" is a typical situation in which the cost of physics simulation exceeds rendering cost, and multiple physics steps must be taken each frame to keep physics in sync with rendering. It's what's happening in your project.
- Rope mesh generation/rendering cost seems to be quite high (4 ms). Try lowering it by reducing smoothing, increasing decimation, or using a simpler rope section. See:
http://obi.virtualmethodstudio.com/manua...modes.html
Glad using Burst improved performance for you . There's still a couple things that could be vastly improved:
- All physics in your scene are being updated twice per frame as evidenced by the two calls to FixedUpdate (normal would be 0 to 1 updates/frame). Of each update, regular rigidbody physics are the costlier part. This is shown in orange in your profiler.
This is a direct result of your project's timestep settings. You can decrease your max allowed timestep, or increase your timestep (both found in Unity's Time settings). At the very least, this should almost double performance by bringing the amount of updates from 2 to 1.
I'd recommend reading about how physics are updated in a fixed-timestepping engine such as Unity, and its performance implications. "Death spiralling" or "Wall of despair" is a typical situation in which the cost of physics simulation exceeds rendering cost, and multiple physics steps must be taken each frame to keep physics in sync with rendering. It's what's happening in your project.
- Rope mesh generation/rendering cost seems to be quite high (4 ms). Try lowering it by reducing smoothing, increasing decimation, or using a simpler rope section. See:
http://obi.virtualmethodstudio.com/manua...modes.html