14-01-2022, 05:56 PM
(This post was last modified: 14-01-2022, 05:57 PM by josemendez.)
(14-01-2022, 02:40 PM)lufydad Wrote: For the sleep threshold I use what you suggest in this post, therefore I don't think it's related. And yes I use the same code that the one in first question.
Which kind of ObiUpdater are you using? Fixed, LateFixed or Late? I see you're copying particle positions in LateUpdate(), but if you're also updating the simulation in LateUpdate() that's a problem because the order in which Unity calls these for different objects is undefined. It may cause you to copy positions before/after the simulation depending on the frame, giving rise to jitter.
This is just a shot in the dark though, I'd expect you to be using ObiFixedUpdater which is the default one. If this is not the culprit I'd need to take a look at the scene for further investigation. You can send it to support(at)virtualmethodstudio.com ad I'll take a closer look.