15-07-2021, 01:42 PM
(15-07-2021, 01:08 PM)josemendez Wrote: 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.
Hey, thanks for the quick reply!
I'm building for Windows x86_64. This error happens in a standalone build (with and without dev build enabled) and also in editor. I never had deep profiling enabled.
As for the constrains, I checked them and I definetly had more enabled than I needed but all with 1-3 iterations so nothing that should be that bad I guess. Interestingly I've disabled all constrains which had no impact on performance resulting in Obi still taking >50% CPU time.
In terms of colliders, there are a few box and sphere colliders near the rope but nothing too crayz. There are nearly no mesh coliders in the game. I also tried moving the rope to a point where there are no colliders whatsoever. Sadly this changed nothing regarding the performance.