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Help  Relocating rope/solver in scene breaks it
#4
Hi!

Took a look at the package, but I'm not too sure what I should try/test in the scene. Seems to work fine for me.


I guess you're moving one of the solvers outside the main camera's frustum, and since it has "Simulate when invisible" disabled, it just stops simulating because it's not visible anymore. This option is enabled by default and should only be disabled for eye candy stuff that can just be skipped if you're not looking directly at it, so you must have disabled it by accident. See:
http://obi.virtualmethodstudio.com/manua...olver.html

As a side note: having multiple solvers for spatially close ropes doesn't make too much sense. If the ropes are part of the same simulation, simulated in the same vector space, and under the same global forces (damping, gravity, inertia, etc) there's no point in having multiple solvers and they should be managed by the same solver.

Moreover, each one of your solvers has its own ObiFixedUpdater component, one of them updates both solvers while the other one updates only 1 solver. This is not only wrong (one of the solvers is being updated twice per frame) but also unnecessarily slow since it negates any multithreading benefits: your solvers will be updated sequentially, instead of updated concurrently. In computers with more than 1 core/thread, this will be twice as slow.

Unless you want to update separate solvers at different points during the frame (for instance, some solvers in FixedUpdate() and others in LateUpdate()) you should only have one updater in your scene, in charge of updating all solvers. This is much simpler and also a lot faster, since all solvers will be updated in parallel. See:
http://obi.virtualmethodstudio.com/manua...aters.html
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Messages In This Thread
RE: Relocating rope/solver in scene breaks it - by josemendez - 04-08-2022, 08:37 AM