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Tons of problems trying to simulate simple rope without elasticity
#30
(11-04-2022, 10:21 AM)Romahaaa Wrote: The only changes I made set timestep from 0.02 to 0.01 as you recomended before for proper Rope simulation.

A timestep of 0.01 is fine. Note that changing the timestep affects all physics in your scene (Obi or not).
What's your maximum fixed timestep value? Assuming your timestep is 0.01, it must be something like 0.5 for Unity to think it needs to take 50 physics steps every frame?

The only other thing that comes to mind: is Burst compilation enabled at all?

(11-04-2022, 10:21 AM)Romahaaa Wrote: The result on timestep 0.02 here. It runs much beter after 5 seconds, but at the beginning there is a huge spike still.

By default, Burst uses async compilation so there will be a large spike at startup, while Unity compiles the code. Disabling it should make any spikes go away. See: http://obi.virtualmethodstudio.com/manua...kends.html

Quote:"keep in mind that Burst uses asynchronous compilation in the editor by default. This means that the first few frames of simulation will be noticeably slower, as Burst is still compiling jobs while the scene runs. You can enable synchronous compilation in the Jobs->Burst menu, this will force Burst to compile all jobs before entering play mode."
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Messages In This Thread
RE: Tons of problems trying to simulate simple rope without elasticity - by josemendez - 11-04-2022, 10:28 AM