05-12-2024, 09:30 AM
(02-12-2024, 02:20 PM)gnovos Wrote: Hi, thanks for the reply! So, this is on the GPU back end, and I'm using the new GPU resident Drawer and GPU occlusion culling in unity 6. I don't know if those things matter, but since I don't know how they work exactly, so maybe they're interfering?
They should not stand in each other's way, even though it's all done in the GPU they're separate systems.
(02-12-2024, 02:20 PM)gnovos Wrote: Regardless, what I'm trying to do is allow the player to make permanent bridges out of ropes. While the bridge is being constructed, the rope can be dragged and will jiggle around as normal, but once the player is done placing it and after the rope stops swinging, it's done building, and then becomes permanently fixed and will never move again. I just need the mesh itself and no longer need any calculations after that. There might be any number of these bridges so I want to make sure they aren't needlessly running calculations even though they'll never move again since I already have a tight cpu budget. Is there a better way to do this?
Yes, in that case you'll need to bake the meshes. I'll try to reproduce this and get back to you asap.
kind regards,