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Help  Freezing a rope on runtime
#4
(28-01-2021, 11:41 AM)Jesse Wrote: Works like a charm, thanks a lot! I had one side statically and the other dynamically attached. Changed them both to static attachments (they didn't have to be dynamic after all  Lengua ) and parented the rope to the object.

I have 6 ropes attached to that object and it turns out it saved me about 45 fps on average. That might mean I have other issues regarding optimization, could you point me to a resource for that?


You should focus on optimizing what's currently taking up most time. Could be simulation, could be rope rendering, and lots of details within each one.

The best tool for optimization is Unity's profiler. See what the profiler tells you, and you'll know what to focus on. If you need help interpreting the profiler just post a screenshot (timeline mode, make sure a whole frame is visible).

Some overall tips:
- Coarser rope resolution = Less particles = better performance
- Less iterations / less substeps = better performance
- Less complex rope rendering = better performance (use less section segments, use decimation, use a ObiRopeLineRenderer instead of the default renderer, etc)

cheers!
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Messages In This Thread
Freezing a rope on runtime - by Jesse - 28-01-2021, 10:00 AM
RE: Freezing a rope on runtime - by josemendez - 28-01-2021, 10:16 AM
RE: Freezing a rope on runtime - by Jesse - 28-01-2021, 11:41 AM
RE: Freezing a rope on runtime - by josemendez - 28-01-2021, 11:54 AM