17-01-2022, 10:38 AM
(14-01-2022, 05:56 PM)josemendez Wrote: 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.
I'm indeed, using the ObiFixedUpdater.
I can't reproduce the bug in a separate project, so I'll keep looking on my side.
Thanks a lot anyway!