09-09-2019, 07:45 AM
Hi there
I've got a simulation where we create Obi Cloth balloons which move around the screen. However, whenever we spawn a new bubble and use GeneratePhysicRepresentationForMesh we're getting significant slow down.
For reference we call:
inside the spawn coroutine.
I've tried threading the code, but GeneratePhysicRepresentationForMesh needs to be on the main thread. Is there a way it is meant to be used which means it has a minimal performance hit?
- BetaJester
I've got a simulation where we create Obi Cloth balloons which move around the screen. However, whenever we spawn a new bubble and use GeneratePhysicRepresentationForMesh we're getting significant slow down.
For reference we call:
Code:
yield return balloon.GetComponent<ObiCloth>().GeneratePhysicRepresentationForMesh();
I've tried threading the code, but GeneratePhysicRepresentationForMesh needs to be on the main thread. Is there a way it is meant to be used which means it has a minimal performance hit?
- BetaJester