16-10-2023, 07:01 AM
(This post was last modified: 16-10-2023, 07:04 AM by josemendez.)
(15-10-2023, 10:31 AM)alex798 Wrote: As I wrote - this place was't showing any errors, but it dropped FPS (maybe on weak devices only, cause we are working with Mobile VR), when collider is disabled with enabled ObiCollider.
Not sure how U can reproduce this - try multiple (so that system will start struggling) working obi with dynamic attachments to objects with ObiCollider. And than switch of one or a couple of Colliders - think that should work.
Tried doing this to no avail: disabling colliders while leaving the ObiCollider enabled does not affect performance for me. I also can't think of a clear reason why it would, as it's actually less work for the engine.
This is the test I've performed: set up a ObiRope with two attachments, one static (to the top of the rope) and one dynamic (to a box collider w/rigidbody). Then copy/pasted this multiple times in the scene.
While running, I randomly deactivate some of the BoxColliders, while keeping their ObiCollider / Rigidbody / ObiRigidbody enabled. This has the effect of making the collider have zero size (and infinite inertia tensor) as far as Obi is concerned. Doesn't seem to affect performance in any measurable way.
Would it be possible for you to send a repro scene/project to support(at)virtualmethodstudio.com so that I can take a closer look at your setup?
kind regards,