(26-06-2024, 08:58 AM)josemendez Wrote: Keep in mind you must disable the jobs debugger and safety checks when running Burst code in-editor, otherwise it will be much slower due to the debugging/checks overhead. See "Performance" in the manual:Hi,
http://obi.virtualmethodstudio.com/manua...kends.html
Regarding your profiler session: you're updating all physics in the scene 17 times per frame.
This likely means your max allowed timestep is too high, and the workload for each individual update too great.
To reduce the max allowed timestep, go to Unity's Time settings and set max allowed timestep to a small multiple of your timestep (eg. if you're using 0.02 as the timestep, set the max to 0.02 - 0.06)
Zooming into an individual update shows most of the time is spent calculating collisions between particles. If you have a folded towel, it's a lot more efficient to simulate it as a softbody instead of simulating it as cloth and relying on self-collisions to do all the work keeping the folds from penetrating each other.
kind regards,
I followed your steps but still its too slow in editor.
- I just duplicated the 'ClothSoftbody' scene and the softbody game object under the solver.
- I duplicated the balloon blueprint, added our washcloth mesh, and then assigned it to the duplicated softbody gameobject.
[img] https://drive.google.com/file/d/1TeAcuSD...sp=sharing[/img]
https://drive.google.com/file/d/14a44sPC...sp=sharing
https://drive.google.com/file/d/1AS7Xqzf...sp=sharing
https://drive.google.com/file/d/1xijcgBW...sp=sharing
https://drive.google.com/file/d/1bDMhnd5...sp=sharing
https://drive.google.com/file/d/18MLq2Lz...sp=sharing
https://drive.google.com/file/d/1TeAcuSD...sp=sharing