17-01-2022, 08:14 PM
(17-01-2022, 03:21 PM)lufydad Wrote: [*]When my 4 gameobjects with ropes are instantiate, I have a performance hit, due to obi fixed update (see capture https://imgur.com/a/0V04YNb). Have you an idea of where it comes from ? And how could I reduce it ?
Never seen something similar, tbh. The cost of a FixedUpdate call is independent of where in the frame it happens. Could you get deeper into the calls tack and see where is this coming from?
(17-01-2022, 03:21 PM)lufydad Wrote: [*]Globally with 12 ropes of a few meters (approximately 1500 particles in total), 2 iterations for bending and distance, The performances are "only" near 30 fps. Is it normal ? (Unity 2021.2.4, CPU : AMD Ryzen 7 4800h, GPU : Nvidia RTX 2060, RAM : 8 GO)
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Profile to see whether the culprit is simulation (very unlikely) or mesh generation/rendering, which happens during solver.Interpolate(). If that's the issue, using simpler rendering method and/or making use of aggressive mesh decimation will help. Decimation can be enabled in the ObiPathSmoother component.