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Multiple obi solvers
#5
I see another strange thing when the gameobjects are instantiated : https://imgur.com/a/kScsSBR

(17-01-2022, 08:14 PM)josemendez Wrote: Never seen something similar, tbh. The cost of a FixedUpdate call is independent of where in the frame it happens. Could you get deeper into the calls tack and see where is this coming from?

Profile to see whether the culprit is simulation (very unlikely) or mesh generation/rendering, which happens during solver.Interpolate(). If that's the issue, using simpler rendering method and/or making use of aggressive mesh decimation will help. Decimation can be enabled in the ObiPathSmoother component.

In the 2 cases it seems to come from the the ApplyConstraint (see https://imgur.com/a/8XIcdFG).
The interpolation costs only 3 ms, while fixed update costs 13ms.
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Messages In This Thread
Multiple obi solvers - by lufydad - 17-01-2022, 10:42 AM
RE: Multiple obi solvers - by josemendez - 17-01-2022, 11:01 AM
RE: Multiple obi solvers - by lufydad - 17-01-2022, 03:21 PM
RE: Multiple obi solvers - by josemendez - 17-01-2022, 08:14 PM
RE: Multiple obi solvers - by lufydad - 19-01-2022, 05:18 PM
RE: Multiple obi solvers - by josemendez - 20-01-2022, 11:00 AM
RE: Multiple obi solvers - by lufydad - 21-01-2022, 03:50 PM
RE: Multiple obi solvers - by josemendez - 21-01-2022, 03:57 PM
RE: Multiple obi solvers - by lufydad - 21-01-2022, 04:39 PM
RE: Multiple obi solvers - by josemendez - 21-01-2022, 06:12 PM
RE: Multiple obi solvers - by lufydad - 24-01-2022, 02:10 PM
RE: Multiple obi solvers - by josemendez - 24-01-2022, 03:05 PM
RE: Multiple obi solvers - by lufydad - 24-01-2022, 04:10 PM
RE: Multiple obi solvers - by josemendez - 25-01-2022, 09:32 AM