20-01-2021, 09:44 AM
(08-01-2021, 12:26 PM)josemendez Wrote: Hi,
The whole reason behind pooling particles is to avoid having to allocate memory at runtime and avoid GC spikes. You're supposed to pre-allocate as many particles as you will possibly need. Note that pooled particles have no impact on the simulation.
When I said the rope had too many particles, I was referring to particles per length unit. You would get better results with slightly lower rope resolution.
I have changed the rope resolution to a lower number and I have also changed the structure to control the rope, now my game does not allow any instant move on the rope. Eveything seems working better. Thank you, Jose! I really appreciate your time and work.