03-10-2017, 09:06 AM
(This post was last modified: 03-10-2017, 09:10 AM by josemendez.)
(03-10-2017, 08:52 AM)Claudio80 Wrote: Hi again,
thanks to your advices i've achived my goal,
puoring a liquid from a bottle to a glass or on the floor in a VR situation and everything works fine, i only have one single problem:
when the liquid touch the glass (or your bucket copied from your test scene) i have an heavy fps dropdown, from 30 fps to 2, if the liquid touch the floor but avoid the bucket or the glass there is no problem.
I've watched your video on deathspiral but nothing as changed.
Can you help me?
Hi Claudio,
Another user reported a similar issue not long ago:
http://obi.virtualmethodstudio.com/forum...hp?tid=145
MeshColliders are generally pretty performance heavy. Each triangle in them has about the same cost on collision as a single primitive collider, so for practical uses (specially when you are performance limited) it is best to approximate colliders using primitives, or use really low-poly MeshColliders.
The bucket sample scene is intended to show off Obi's capabilities, but it is tuned for high-end CPUs. You are better off using simpler colliders most of the time.
Note that in an upcoming version, Obi will add support for Distance Fields. These are a special kind of collision primitive that performs collision tests against arbitrary shapes much faster than MeshColliders, with only some limitations applied.
cheers,