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I have a game where the user can place many objects, potentially thousands, and also use a couple of ropes which should then react to these. The issue is, the ObiUpdater becomes incredibly slow looping through all the obi colliders and updating them. It reaches easily 500ms for only 4000 objects on a high-end pc per frame.
What are recommendations to handle such scenes? Are there optimization tricks or settings I can tweak?
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The 500ms result from the CPU solver of obi, since I still cannot activate burst (see other thread). That might be the reason for this order of magnitude. My game is a physics game where basically anything can happen in a non-localized area, e.g. a cannon shoots a ball to the other side, hitting something there, causing a rope to move etc. Is there a way to tell the solver or have the solver only consider colliders in the ropes area of influence? I have objects many meters away which could never interact with it except if by some physics force thrown into the vicinity. Having some regular (not per frame check I guess) test of collider distance and only waking up for the objects that are indeed close could give a huge boost.