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Attached Mesh Tearing Problem
#9
(06-12-2022, 10:34 PM)josemendez Wrote: Binding skin has barely any impact on performance, so the issue has absolutely nothing to do with this. +4000 ms/frame clearly indicates a deeper problem.

Could you share a screenshot of your blueprint settings, as well as your solver settings?

Edit: the screenshot shows +150.000 triangles being rendered with just a cube and 2 spheres on screen… how dense are your sphere meshes?

I solved a little bit fps problem using blueprint volume sampling resolution data on blueprint. The last case tearing and intertwinement(2 sphere is intertwined) problem is continue. The below link contains all your need SSs.(ı couldn't send more than 5 ss due to forum limitation fyi)

https://we.tl/t-85F4cm2j58

Note: I also used default sphere at Unity. All I want to do attach a ball to kinematic rigidbody and the other balls around crash and stick to it(Ball or Kinematic RigidBody) while soft body works on them.(I am imagine like sample ball pool scene(In package sample.) but after they crash to each other they stick to each other.)


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Messages In This Thread
Attached Mesh Tearing Problem - by patriot4947 - 06-12-2022, 02:42 PM
RE: Attached Mesh Tearing Problem - by josemendez - 06-12-2022, 03:00 PM
RE: Attached Mesh Tearing Problem - by josemendez - 06-12-2022, 03:35 PM
RE: Attached Mesh Tearing Problem - by josemendez - 06-12-2022, 08:06 PM
RE: Attached Mesh Tearing Problem - by josemendez - 06-12-2022, 10:34 PM
RE: Attached Mesh Tearing Problem - by patriot4947 - 07-12-2022, 07:12 AM
RE: Attached Mesh Tearing Problem - by josemendez - 07-12-2022, 09:28 AM