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The problem is that the FPS is very sagging. The rope increases and the FPS begins to sit.
[img=990x253][Image: 2020-01-09_22-12-37.png][/img]

[img=323x570][Image: 2020-01-09_22-17-25.jpg][/img]
(09-01-2020, 03:15 PM)sw1f1 Wrote: [ -> ]The problem is that the FPS is very sagging. The rope increases and the FPS begins to sit.
[img=990x253][Image: 2020-01-09_22-12-37.png][/img]

[img=323x570][Image: 2020-01-09_22-17-25.jpg][/img]

The cost of simulation grows linearly with the rope length (or more precisely, the amount of particles). This is to be expected from a particle-based engine.

According to the profiler, the bottleneck seems to be rendering. Try using a simpler rope section asset (the default one is an octagon, use a pentagon or a triangle to cut costs), or a simpler renderer (LineRenderer. Also keep in mind that setting rope smoothing larger than 1 increases the rendering cost.