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GeneratePhysicRepresentationForMesh causing slow down
#3
(09-09-2019, 07:52 AM)josemendez Wrote: Hi!

GeneratePhysicRepresentationForMesh is a coroutine that returns a completion percentage. As such, at runtime it is supposed to be used together with some sort of "loading bar" or UI feedback. It is a very resource intensive process that can take quite a while to get done.

If you want to create balloons at runtime, best approach is to either have them pre-generated as prefabs, or if you need to use procedural generation, generate one (or several variations) at the beginning of your scene, then instantiate copies of them.

Right okay

If I create an object in the Scene view, initialise the Obi Cloth, and then create it as a prefab, if I instantiate the prefab at runtime, will the physics work if I don't call GeneratePhysicRepresentationForMesh?
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RE: GeneratePhysicRepresentationForMesh causing slow down - by BetaJester - 09-09-2019, 10:52 AM