18-10-2023, 07:58 AM
(17-10-2023, 03:50 PM)josemendez Wrote: Hi,
OP’s issue was mesh generation, which takes place in Interpolate() at the very end of the frame. In his case, the suggested solution was to switch to a simpler rendering method.
I assume you’re using Burst, correct?
Could you share a screenshot of your profiler in timeline mode, with BeginStep clearly visible in it? It should not take more than half a millisecond under normal circumstances, couple milliseconds tops if you have thousands of colliders in the scene. 15 ms means either Burst is not properly compiling the code and falling back to regular C#instead, or some other issue.
Having some more information about your scene setup (how many solvers/updaters in it, solver settings, etc) would be useful too, as it would help me determine what the exact cause might be.
Some general performance tips that could be helpful (most are very basic though):
http://obi.virtualmethodstudio.com/manua...etips.html
Kind regards,
Thanks for your quick reply Jose. In our case it was definitely that we hadn't enabled Burst. Now we're down to around 1 ms for BeginStep.
(You probably already know this but there's a typo in NativeMultilevelGrid line 74, length should be Length.)
Cheers