29-08-2022, 09:47 AM
(29-08-2022, 09:09 AM)josemendez Wrote: 300 vertices total in mobile seems like a small amount of particles, should run pretty fast even in mobile devices. Have you tried profiling the scene, to see what's taking up so much time?
Obi Fixed Updater is taking the most of the time
![[Image: Profiler.png]](https://i.ibb.co/6P5BrNR/Profiler.png)
(29-08-2022, 09:09 AM)josemendez Wrote: Just as a sanity check: how many solvers are you using in the scene? It there a single ObiUpdater component in charge of advancing the simulation?
I am using single obi updater already attached onto single obi solver and instantiating obi clothes into the solver from script
(29-08-2022, 09:09 AM)josemendez Wrote: Surface collisions won't prevent particle intersection, it will allow for denser sampling of the cloth surface (think of more particles distributed in the surface of the cloth, used for collision detection). Interpenetration can be minimized by using more agressive CCD, more collision constraint iterations, and larger particle radii.
Thank you for the clarification and the tip.
I appraciate for your help.