10-04-2020, 04:50 PM
I've noticed a really prominent stutter that can be traced to the Obi fixed updater. It's irregular but frequent. The execution time of the fixed update method runs up to 32ms during these spikes.
This occurs even in a completely empty scene with one solver and one rope, with only roughly 50 particles (see particle renderer in the image for particle density). The solver is set to default settings. The updater is also at default settings, with SubstepUnityPhysics set to false, and the blueprint is simply two points, with each control point attached via a static attachment point to gameobjects in the scene.This is about the simplest setup I can imagine for a rope. So i would expect that it would run smoothly on a fast desktop machine.
Unity physics and timestep settings are all set to default, and these cpu spikes are visible both when running in the editor and a standalone windows build.
Is there anything you can suggest to help get rid of this?
This occurs even in a completely empty scene with one solver and one rope, with only roughly 50 particles (see particle renderer in the image for particle density). The solver is set to default settings. The updater is also at default settings, with SubstepUnityPhysics set to false, and the blueprint is simply two points, with each control point attached via a static attachment point to gameobjects in the scene.This is about the simplest setup I can imagine for a rope. So i would expect that it would run smoothly on a fast desktop machine.
Unity physics and timestep settings are all set to default, and these cpu spikes are visible both when running in the editor and a standalone windows build.
Is there anything you can suggest to help get rid of this?