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Help  Simple and efficient way to make Obi Fluid rise/lower in a cylinder container
#4
(18-12-2020, 05:47 PM)zkkzkk32312 Wrote: i am using the Solver settings that are found in the "FluidViscosity" example scene.
[Image: 4QC8BNF]

for the blueprint it is also based on the "Viscous" blueprint. but I am tweaking the values for performance.
[Image: NESm4DV]

it has less resolution and less capacity which I think should be less taxing on resources?
but in the acutaly FluidViscosity scene I can still get over 100 fps, but in my custom cylinder scene im only getting about 25.


About the burst compiler and job system,
can it only be used for Obi in a project?
or is it a project wide change?
i have other component in the project that will not work with Burst and JobSystem so I don't know if I can use those.

Are you using MeshColliders by any chance? They’re *very* expensive (as stated in Unity’s docs) and become even more expensive if many particles are in constant contact with them, or if their mesh is very dense.  Using distance fields is recommended instead.

There’s many other settings in the project that can affect performance, using the profiler will tell you what’s taking up most time. Once you know, it’s generally easy to figure out what needs adjusting.

Burst and jobs will be used for whatever requires them in your project. They’re not a project wide change. If only Obi makes use of them, they won’t be used anywhere else (but still, your project will contain Burst-compiled code nonetheless).
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Messages In This Thread
RE: Simple and efficient way to make Obi Fluid rise/lower in a cylinder container - by josemendez - 18-12-2020, 06:19 PM