15-07-2021, 03:20 PM
(15-07-2021, 01:47 PM)josemendez Wrote: If there's no deep profiling enabled, no complex colliders near the rope, and not a lot of constraint iterations spent, I can't really think of a reason for such bad performance.Yeah that also makes kind of no sense to me. I'll try building a minimal scene with the rope in it where the problem occures as I can't send you the entire project (It's really big and I'm afraid I'm not allowed to send the whole project anyways) I'll hit you up once I've have something I can send to you.
Would it be possible for you to share your project, or at least one scene that reproduces this so that I can take a closer look? Please send it to support(at)virtualmethodstudio.com. Thanks!
On another note I'm afraid in an isolated context everything will work fine as I tried to put the rope from a Obi demo scene in my scene and for some reason the performance also dropped way down. The PhysicsFixedUpdate of the Obi Fixed Updater took 80ms in my scene and 0.8ms in the demo scene with exactly the same setup. Of course my scene is really complex, with a lot of normal and also Obi colliders but I placed the demo nowhere near any of them floating way above the ground. Maybe this info is of any help.