15-07-2021, 01:08 PM
(This post was last modified: 15-07-2021, 01:20 PM by josemendez.)
Hi,
What platform are you building for?
Is this being tested on a mobile device or a desktop computer?
It's not clear to me if this is happening on the standalone build only, or is the same issue is reproducible in-editor?
What are your constraint settings (the constraints foldout in the ObiSolver)? The amount of iterations spent impacts performance, so just to make sure they have sane values.
Do you have colliders near the rope? what kind of colliders? if they're MeshColliders, how complex are they?
Also (just in case) keep in mind that building with deep profiling support enabled will very negatively affect performance even if you're not actually using deep profiling.
What platform are you building for?
Is this being tested on a mobile device or a desktop computer?
It's not clear to me if this is happening on the standalone build only, or is the same issue is reproducible in-editor?
What are your constraint settings (the constraints foldout in the ObiSolver)? The amount of iterations spent impacts performance, so just to make sure they have sane values.
Do you have colliders near the rope? what kind of colliders? if they're MeshColliders, how complex are they?
Also (just in case) keep in mind that building with deep profiling support enabled will very negatively affect performance even if you're not actually using deep profiling.