31-05-2021, 11:09 AM
(14-04-2021, 03:13 PM)josemendez Wrote: This is general stuff applicable to all physics engines, so not a lot of emphasis is put on the documentation. All physics simulation must chop up time into time steps of some sort, the shorter the timestep (== the more steps per frame) the better quality you get.
I do realize that it's not immediately obvious stuff though (unless you've dealt with a fair share of other engines), so gradually I'm trying to cover more general simulation concepts in the manual. You make a good point, some fellow asset developers in Unity have proposed the same to me. I will probably add to the manual a sort of technical FAQ that condenses "recipes" for common use cases and tips to avoid typical pitfalls. Thanks for the suggestion!
That's weird, will take a look and get back to you.
Hi, I was wondering if there are any updates on the job not being Burst compiled? It is costing me few ms I would like to save.