01-06-2022, 12:28 PM
(01-06-2022, 10:05 AM)josemendez Wrote: Changing collision detection to parallel instead of sequential might help. Sequential constraint evaluation might result in jittering, as explained in the manual (see Evaluation Mode at the very bottom of the page):I tried both but not working. the glass has "rolling friction" collision material, I changed it to low friction, and it is fixed. but when fluid is poured, jitter starts again. then I rotate object has box collider, the jitter is disappeared.
http://obi.virtualmethodstudio.com/manua...olver.html
Keep an eye on your fluid's viscosity value too. Large viscosity values might also result in simulation instability (jitter), if this is you case you might want to use a smaller fixed timestep: http://obi.virtualmethodstudio.com/manua...rials.html
As a side note, if you're developing for mobile devices using the Burst backend will result in better performance.
thanks for note