07-12-2022, 09:28 AM
(07-12-2022, 07:12 AM)patriot4947 Wrote: I solved a little bit fps problem using blueprint volume sampling resolution data on blueprint. The last case tearing and intertwinement(2 sphere is intertwined) problem is continue. The below link contains all your need SSs.(ı couldn't send more than 5 ss due to forum limitation fyi)
Hi,
Two of the screenshots are the same, none show the actual blueprint generation settings (volume/surface, resolutions, etc) and none shows the solver settings which is what I asked for, so they weren't of any use, sorry.
If reducing the blueprint's resolution worked for you, and there were 150k triangles being rendered, I can only guess there was a huge amount of particles in there due to high resolution volume sampling and that was killing performance.
(07-12-2022, 07:12 AM)patriot4947 Wrote: The last case tearing and intertwinement(2 sphere is intertwined) problem is continue.
"Tearing" should have completely disappeared when using volume sampling, not sure what you're referring to. About intertwinement, make sure:
- that particle collisions are enabled in the solver, and there's enough iterations spent on them
- that collision filters are set up properly (in the blueprint editor, select all particles and check that their collide with property is set to "everything").
(07-12-2022, 07:12 AM)patriot4947 Wrote: Note: I also used default sphere at Unity. All I want to do attach a ball to kinematic rigidbody and the other balls around crash and stick to it(Ball or Kinematic RigidBody) while soft body works on them.(I am imagine like sample ball pool scene(In package sample.) but after they crash to each other they stick to each other.)
Okey, so attachments will only help when attaching a rigidbody to a softbody, but not with glueing softbodies to each other. This can only be done using constraints (specifically, stitch constraints), which is a very advanced use case.
The manual contains a page that explains how to create constraints at runtime, but you have to be familiar with C# scripting and vector math to use it:
http://obi.virtualmethodstudio.com/manua...aints.html
kind regards,