04-03-2022, 02:37 PM
(This post was last modified: 04-03-2022, 03:00 PM by lucass.
Edit Reason: want to add something
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(04-03-2022, 10:17 AM)josemendez Wrote: Particles do not determine performance, in fact they have little impact unless you use a huge amount. Simulation is performed regardless of whether you look at it or not so the amount of them in camera view is not important.I want to stick some objects at start. When I reduce resolution particle number reduces too so new particles positions are correct but their size is bigger than I like to do. So they are forcing other softbodies at start. If I reduce their radius sometimes they get into other softbodies. Can I manually position generated particles positions or what is the best solution for me? Maybe the things I want like many softbodies in scene and 40-60fps in mobile is not possible but this tool is very fun to work with so I don't want to stop using softbodies and making a standard game
Things like your timestep, the amount of substeps, the amount of constraint iterations and the amount of contacts have a much larger impact (this is true for all physics engines). Also, if you're targeting mobile devices you should definitely be using the Burst backend, as it's considerably faster on mobile compared to the fallback one:
http://obi.virtualmethodstudio.com/manua...kends.html
I'd recommend using a reasonable amount of particles (about 1000 in total). Then use Unity's profiler to determine what's the bottleneck in your particular case, and focus on optimizing that. Or if you still have room for more detail, use more substeps, more particles, etc.
Edit: For better collisions and realistic feedback my single objects nearely have 100-300 particles. With lower particles they are not standing together