08-01-2020, 04:22 PM
(08-01-2020, 03:57 PM)josemendez Wrote: Hi,
This is not a bug, or a issue in Obi. MeshColliders are extremely costly compared to primitive colliders -boxes, spheres, etc- and should be avoided when possible. Not just in Obi, in Unity too, and pretty much any physics engine.
Each fluid particle must be tested for collisions against multiple triangles of the MeshCollider. The denser the mesh, the costlier collision detection becomes. Compared this a sphere or a box, where each particle can be tested only once (since they're simple shapes, there's an analytical expression for them).
Either reduce the amount of triangles in your torus, or (the preferred approach) use a distance field:
http://obi.virtualmethodstudio.com/tutor...ields.html
Thank you! The distance field approach got it working.