10-02-2020, 08:48 AM
(This post was last modified: 10-02-2020, 08:49 AM by josemendez.)
(09-02-2020, 06:59 PM)StudioTatsu Wrote: Those are the same barrels from the Obi Softbody example - great for testing deformations.
Our Soft-Mesh Dynamics is not using Obi (It is all custom, written entirely by Studio Tatsu).
Obi is using a true Softbody Physics solution, which does far more than just deformation and it is superior to our approach.
Soft-Mesh is only deformed on impact, allowing it to handle far more objects in a scene as well as allowing them to be stackable.
Obi Softbody physics handles the collisions, weight, and mass more accurately. (which requires much more CPU power)
With that being said comparing performance between the two isn't apples to apples. Soft-Mesh != Softbody Physics
In my honest opinion, Obi Softbody Physics is the fastest and best softbody physics solution available for Unity.
For better performance, Test with a build - not in the Unity Editor.
Soft-Mesh is an alternative for Softbody Physics, not a replacement. Many advantages and disadvantages.
Great looking results!
I'd assume that they're basically rigid bodies, and you move mesh vertices around on impact. That's good for denting and small deformations! Out of curiosity, are you using (and updating) MeshColliders? Also, are you updating the inertia tensor on deformation, to account for the new mass distribution?