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Lock Softbody Movement & Cut it
#4
(27-05-2020, 09:51 AM)arrnav96 Wrote: Well that sounds great,

I'm using the default Sphere (pCube1) mesh supplied in Obi Common Samples for the Slime main object. That's the one I need to cut. As I see in inspector, it has 486 vertices and I'm using it's default blueprint settings -

Do you think this is performant enough for typical mid-2017 to 2020 mobile devices?

Again, about 1-2 seconds delay can be acceptable as I can use graphical tricks to hide the delay.

It's hard to tell without actually trying. Make a simple test scene that generates a blueprint for your sphere, and measure how long it takes for it to be completed in the device.

Keep in mind that coroutines != jobs, they're not run in a separate thread, so completing a coroutine asynchronously obviously takes longer than synchronously. So if you want to do other things (such as visual effects on screen to "hide" the wait) while the coroutine completes, it will take longer to complete that if you just called coroutine.MoveNext() in a loop.

(27-05-2020, 09:51 AM)arrnav96 Wrote: Also, How can I access the deformed mesh in realtime?

The deformed mesh is done using a SkinnedMeshRenderer, so you access it in the usual Unity way: calling BakeMesh.
https://docs.unity3d.com/ScriptReference...eMesh.html
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Messages In This Thread
Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 06:42 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 09:51 AM
RE: Lock Softbody Movement & Cut it - by josemendez - 27-05-2020, 10:03 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 10:39 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 10:59 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 27-05-2020, 01:20 PM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 01-06-2020, 10:36 AM
RE: Lock Softbody Movement & Cut it - by arrnav96 - 01-06-2020, 12:24 PM