15-07-2020, 03:31 PM
(This post was last modified: 15-07-2020, 03:33 PM by josemendez.)
Physics is being updated 6 times per frame in your scene, so it's 6 times slower than it could be. Ideally physics should only be updated once. This is typically known as "death spiralling" and is a very common issue in engines that use a fixed-timestep scheme, such as Unity.
You can try either increasing your fixed timestep, or lowering your max fixed timestep. You can find these settings in Unity's Time manager:
https://docs.unity3d.com/Manual/class-TimeManager.html
If you want to know about fixed time stepping, the physics update cycle and death spiralling, there's many resources online:
https://gafferongames.com/post/fix_your_timestep/
https://johnaustin.io/articles/2019/fix-...y-timestep
https://docs.unity3d.com/Manual/ExecutionOrder.html
When working with physics engines (specially highly demanding simulators, such as Obi) it's extremely important to understand time stepping: what it is, how it works and what tradeoffs it presents.
kind regards,
You can try either increasing your fixed timestep, or lowering your max fixed timestep. You can find these settings in Unity's Time manager:
https://docs.unity3d.com/Manual/class-TimeManager.html
If you want to know about fixed time stepping, the physics update cycle and death spiralling, there's many resources online:
https://gafferongames.com/post/fix_your_timestep/
https://johnaustin.io/articles/2019/fix-...y-timestep
https://docs.unity3d.com/Manual/ExecutionOrder.html
When working with physics engines (specially highly demanding simulators, such as Obi) it's extremely important to understand time stepping: what it is, how it works and what tradeoffs it presents.
kind regards,