04-11-2020, 10:43 AM
(This post was last modified: 04-11-2020, 10:47 AM by whitexroft.)
Just so you know. These screenshots are taken from the editor and a build on the same PC with the following specs
i7-7700 3.60 Ghz
RAM 16 GB
NVidia GeForce GTX 1070
So thank you for explaing that Fixed updates are accumulating, but that doesnt answer the question
Try explaining why Burst is not executing the same way between the two
Regarding the freezes and reproducing them. So we have noticed that your system spawns these OniColliderWorld game objects on its own in Editor time. Yesterday I thought it was in Play only. So it spawns, and then we (without knowing it) save them to the scene. Imagine, after that I decide to run Burst instead, and enforce it through all Ropes like this:
/*[SerializeField]*/ private BackendType m_Backend = BackendType.Burst;
ObiSolver.cs, line 101
This is where the freeze happens once you try loading a scene with a rope.
i7-7700 3.60 Ghz
RAM 16 GB
NVidia GeForce GTX 1070
So thank you for explaing that Fixed updates are accumulating, but that doesnt answer the question
Try explaining why Burst is not executing the same way between the two
Regarding the freezes and reproducing them. So we have noticed that your system spawns these OniColliderWorld game objects on its own in Editor time. Yesterday I thought it was in Play only. So it spawns, and then we (without knowing it) save them to the scene. Imagine, after that I decide to run Burst instead, and enforce it through all Ropes like this:
/*[SerializeField]*/ private BackendType m_Backend = BackendType.Burst;
ObiSolver.cs, line 101
This is where the freeze happens once you try loading a scene with a rope.