Here is the game after 5 minutes in the editor (I just start the scene, don't interact with anything), with the Obi solver disabled (and the 3 clothes):
The numbers stay mostly stable all that time.
And after that I enable the Obi solver and the clothes, and run the scene for another 5 minutes:
Those are the numbers after 5 minutes.
More info:
- If I use the Oni solver instead of Burst the leak doesn't happen.
- When using Oni, the previous NaN error can still happen for some objects, but only for one frame (not every frame like with Burst).
- The speed of the leak seems proportional to the number of clothes enabled.
My Burst (Jobs) config in the editor:
- JobsDebugger off
- Leak Detection Off
- Burst: Safety Checks Off
- Burst: Native Compilation
- Burst: Synchronous Compilation
Some packages:
- Burst 1.4.6
- Jobs 0.2.10-preview.13
- Collections 0.9.0-preview.6
- Mathematics 1.2.1
In general my non kinematic physic objects have a renderer, a collider, a rigidbody, an Obi collider, an Obi rigidbody and one script that I use to define "buoyancy" info for when the objects fall in my water zones (it doesn't have an Update, only a Start() to define some variables).
There are also kinematic physic objects and zones with triggers, to apply different type of forces to the non kinematic objects and the players.
There are only a few non kinematic objects attached with static joints, at the start of the scene.
But in general most of the objects start in the scene isolated from other forces (until the player start interacting with them).
I think is possible that there is something wrong in my scene, because of the error. I hope to have time on the weekend to try to reproduce this in a smaller scene.
I have the Memory Profiler package installed, but have not been able to play much with it yet.
The numbers stay mostly stable all that time.
And after that I enable the Obi solver and the clothes, and run the scene for another 5 minutes:
Those are the numbers after 5 minutes.
More info:
- If I use the Oni solver instead of Burst the leak doesn't happen.
- When using Oni, the previous NaN error can still happen for some objects, but only for one frame (not every frame like with Burst).
- The speed of the leak seems proportional to the number of clothes enabled.
My Burst (Jobs) config in the editor:
- JobsDebugger off
- Leak Detection Off
- Burst: Safety Checks Off
- Burst: Native Compilation
- Burst: Synchronous Compilation
Some packages:
- Burst 1.4.6
- Jobs 0.2.10-preview.13
- Collections 0.9.0-preview.6
- Mathematics 1.2.1
In general my non kinematic physic objects have a renderer, a collider, a rigidbody, an Obi collider, an Obi rigidbody and one script that I use to define "buoyancy" info for when the objects fall in my water zones (it doesn't have an Update, only a Start() to define some variables).
There are also kinematic physic objects and zones with triggers, to apply different type of forces to the non kinematic objects and the players.
There are only a few non kinematic objects attached with static joints, at the start of the scene.
But in general most of the objects start in the scene isolated from other forces (until the player start interacting with them).
I think is possible that there is something wrong in my scene, because of the error. I hope to have time on the weekend to try to reproduce this in a smaller scene.
I have the Memory Profiler package installed, but have not been able to play much with it yet.