23-09-2024, 08:10 PM
(This post was last modified: 23-09-2024, 08:11 PM by timconkling.)
Hi Jose - this is a great article! The timestep visualizations are very useful.
I found the "Bolting Obi onto Unity's timestepping" section interesting, but incomplete - I'd love specific advice about why a game might choose to go with one of the less performant simulation modes.
My assumption is "use Asynchronous mode unless you can't", because it's the most performant. But does Async-mode rule out cloth that has an attachment to a moving object (like clothing on a character)? Having a cloth simulation that's one frame out of date doesn't sound like a big deal, unless that also means that the cloth's attachment locations are also one frame out of date and will lag behind the character.
What about Synchronous vs Synchronous Fixed modes? When would you choose one over the other?
I found the "Bolting Obi onto Unity's timestepping" section interesting, but incomplete - I'd love specific advice about why a game might choose to go with one of the less performant simulation modes.
My assumption is "use Asynchronous mode unless you can't", because it's the most performant. But does Async-mode rule out cloth that has an attachment to a moving object (like clothing on a character)? Having a cloth simulation that's one frame out of date doesn't sound like a big deal, unless that also means that the cloth's attachment locations are also one frame out of date and will lag behind the character.
What about Synchronous vs Synchronous Fixed modes? When would you choose one over the other?