Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mobile performance
#18
(20-05-2021, 01:45 PM)josemendez Wrote: Can't reproduce any issues with the built-in textmeshpro shader. It appears behind the fluid when behind it, and in front of it when in front:

[Image: Njadgkm.png]
[Image: J1yhFzB.png]

What render pipeline are you using? (note that URP does not allow to mix transparent objects with fluid, due to a limitation in how URP renderer features work).
Also, what are your fluid renderer settings?


Depends on how many contacts per frame you have, but should be fairly light: its total cost is O(nlogn) on the amount of contacts, due to the sorting step.
No sample scenes use it, but it's very straightforward to use. Let me know if you need help.

I use the URP pipeline. I thought it was better on performance. I'll let you know If I need help with the ContactEventDispatcher! Thank a lot

(20-05-2021, 01:45 PM)josemendez Wrote: Can't reproduce any issues with the built-in textmeshpro shader. It appears behind the fluid when behind it, and in front of it when in front:

[Image: Njadgkm.png]
[Image: J1yhFzB.png]

What render pipeline are you using? (note that URP does not allow to mix transparent objects with fluid, due to a limitation in how URP renderer features work).
Also, what are your fluid renderer settings?


Depends on how many contacts per frame you have, but should be fairly light: its total cost is O(nlogn) on the amount of contacts, due to the sorting step.
No sample scenes use it, but it's very straightforward to use. Let me know if you need help.

The enter even seems only to be on the first particles in a collider. The Stay even does seem to work but once again I don't have when one particle leave as the LEAVE event is only triggered when all particles leave the collider (or it seems to be..) What I need is just to know, each frame, how many liquid particles there is in a boxCollider2D.

I can get how many enter and it works correctly with the maze example but I can't figure out when it leaves the BoxCollider2d. You said to use the raw data of contact but I can't find where this is. I could in an Update function check each contact from the raw list to check if the contact is with the collider but I can't find that list.

Thanks!
Reply


Messages In This Thread
Mobile performance - by DryGinStudios - 12-05-2021, 04:05 PM
RE: Mobile performance - by josemendez - 12-05-2021, 04:55 PM
RE: Mobile performance - by DryGinStudios - 12-05-2021, 05:18 PM
RE: Mobile performance - by DryGinStudios - 12-05-2021, 08:04 PM
RE: Mobile performance - by josemendez - 13-05-2021, 07:43 AM
RE: Mobile performance - by DryGinStudios - 13-05-2021, 12:32 PM
RE: Mobile performance - by DryGinStudios - 12-05-2021, 09:10 PM
RE: Mobile performance - by DryGinStudios - 17-05-2021, 10:02 PM
RE: Mobile performance - by josemendez - 18-05-2021, 07:45 AM
RE: Mobile performance - by DryGinStudios - 18-05-2021, 02:52 PM
RE: Mobile performance - by josemendez - 18-05-2021, 02:54 PM
RE: Mobile performance - by DryGinStudios - 18-05-2021, 10:44 PM
RE: Mobile performance - by josemendez - 19-05-2021, 07:44 AM
RE: Mobile performance - by DryGinStudios - 19-05-2021, 04:49 PM
RE: Mobile performance - by josemendez - 20-05-2021, 07:43 AM
RE: Mobile performance - by DryGinStudios - 20-05-2021, 12:56 PM
RE: Mobile performance - by josemendez - 20-05-2021, 01:45 PM
RE: Mobile performance - by DryGinStudios - 20-05-2021, 03:56 PM
RE: Mobile performance - by josemendez - 20-05-2021, 08:53 PM