17-08-2024, 11:10 AM
(17-08-2024, 10:46 AM)josemendez Wrote: Thanks! It’s my pleasure to help developers like yourselfIf everything goes smoothly, perhaps when I release the APK or iOS version in the future, I will switch back to OBI, because the simulation effect is the best among other solutions.
I was thinking that maybe Obi7 would help since it has a fully GPU, compute shader-based backend. However it turns out compute shaders aren’t supoorted in WebGL either. :/
Other similar assets I know of (Rope Toolkit/Minikit) are also based on Burst, so they’ll have the same limitation.
(17-08-2024, 10:46 AM)josemendez Wrote: Off the top of my head, your best bet is to use either Unity’s articulated bodies or rigidbodies+joints, and develop a custom system based around them. It’s certainly a time investment, but has the best chance to work reasonably well in WebGL imho.Such advice is really great, thank you very much. In my view, the performance of WEBGL is only about 1/3 of that of ordinary platforms. The joint in Unity can simulate the rope, but it will still be choppy when there are too many ropes or too many iterations of the solver. It has been so long since last time, and I have indeed been trying in this area and have made some progress. Although the simulation effect is not as good as OBI, it is still usable for now.
Best of luck with your project,
Kind regards
Thank you again for your sincere help, it means a lot to me. I wish you all the best in your work!