(16-07-2021, 10:31 AM)josemendez Wrote: Hi!Hey,
It is indeed a case of death spiraling, but still the amount time consumed by Obi is far from normal or acceptable, and could very well be causing death spiraling by itself. I believe there's something else going on here. In the worst possible scenario should not take more than a millisecond.
What I'd suggest to do: try disabling constraints in the solver one by one. Start by disabling particle and collider collisions, then bend, then distance. See if it makes any difference along the way. Eventually disable all constraints. If performance hasn't improved considerably by then, disable the ObiRopeRenderer. Report back the results you get, this way we can determine if simulation is the culprit and if so, which kind of constraints. If it isn't, maybe rendering (mesh generation) is.
I've tried disabling all constrains and also the Extruded Renderer, both seem to have no impact on the performance. I've also tried removing everything but "Map Objects" (mosty meshes with colliders) from the scene, especially all behaviours. I now fall into the death spiral anymore and the time for the rope simulation goes down but it's still at 4ms which according to what you have said shouldn't be the case.
Right now I'm in the process of creating a version of the scene I can send to you. Maybe you know a little better where to look.
(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.I've just sent you the mail with the package. Thanks for looking into this!
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!