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Animate physics Lags my other animations
#5
(20-10-2021, 11:11 PM)josemendez Wrote: Theoretically it should be considerably cheaper, since FixedUpdate() can be called multiple times per frame, but LateUpdate() is guaranteed to be called only once. I can’t think of any reason why it would be slower than the fixed updater.

Optimization really depends on what your bottleneck is. To determine that, profiling is the only way.
Use Unity’s profiler to check what is time being spent on. Once you know what’s more costly, you can reduce the amount of substeps, iterations, etc. If you want I can help with interpreting profiler data.

When i use obi cloth to create a cape my frames per second go from 280 to 70 in a scene with nothing but the player model. When I have three clothes in one scene my fps is down to 40. Do I have have too  many vertices on my cape that make the blueprint too complex? Here is my profiler data of the scene with the Player.
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RE: Animate physics Lags my other animations - by jeremy2132 - 22-10-2021, 04:42 AM