29-08-2022, 11:02 AM
(29-08-2022, 10:10 AM)josemendez Wrote: However physics are being updated twice per frame: 2 FixedUpdate() calls per frame, usually should be 1 at most. So 50% of your performance is going down the drain right away. This is a symptom of death spiraling, which means your fixed timestep value is too low, or your max fixed timestep too high (both found in Unity's Time settings). What values are you using?
Fixed timestep is at 0.02 and max fixed timestep is 0.3, I can tweak fixed timestep a little but at some level Its gonna feel a little slow as expected, I guess your recommendation gonna be profiling and finding the best value for my project
(29-08-2022, 10:10 AM)josemendez Wrote: Your profiler shows 4 ms being spent on collision detection, and 3 ms being spent on each substep. So 13 ms per physics update, and 2 physics updates per frame -> 26 ms spent on physics, plus 2 ms to update cloth meshes = 28 ms/frame which is roughly 35 fps.
4ms for collision detection is a lot. What kind of colliders are you using in your scene?
3ms substep is also a lot. What are your constraint settings? How many iterations being spent on particle collision, particle friction, distance and bend constraints?
I am using mulltiple box colliders attached to obi colliders for my walls and ground, all constrains are set to 1 iteration and all of them are sequential, I use all constraints except Chain, Stretch & Shear, Shape matching and Skin.
(29-08-2022, 10:10 AM)josemendez Wrote: As a side note, I see you're using Burst, so make sure the jobs debugger is disabled as that will take up quite a lot of time in-editor.
Yes, I ve already disabled debugger and safety checks.