16-11-2021, 10:28 AM
(16-11-2021, 09:58 AM)josemendez Wrote: Looks like there's very few vertices in your softbody and they're very spaced apart. Obi will generate one particle per vertex, but in your case this covers less than 10% of the bumper's surface. Unless you hit a particle exactly head-on (very unlikely) no collisions will take place. You should have more vertices in there, and ensure particles cover most of the surface.
Other possible reasons are:
- Collision constraits globally disabled in the solver (under the "Constraints" foldout)
- Improper setup of collisions filters (see collisions).
Remember than Obi is a particle-based engine. Only particles generate collisions. Imho, using a particle engine for car damage is not a good choice. Most car damage/destruction engines are strut based (BeamNG) or tetrahedron based, with mesh-based collision detection.
Should me more like 200-300 fps. I see you're using Burst as your backend, make sure the jobs debugger and all other performance hogs are disabled: http://obi.virtualmethodstudio.com/manua...kends.html
I have setup the Jobs options as is described in the documentation, when I build the scene, I am getting solid 60fps (capped by my GPU).
But in editor it's very laggy:
https://youtu.be/nnLN7WRieBQ
For the bumper issue, I'll try what you mentioned and get back to you.
Thank you for your help