Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Aerodynamics for non cloth
#8
(25-04-2025, 08:21 PM)Jawsarn Wrote: Thank you for clarifying.

What I'm moving is the attached transform that is child of solver. See video.
https://drive.google.com/drive/folders/1...sp=sharing


Do I undersand correctly that I would have to parent the character to the solver outside then?

Yes, the solver should be outside the character’s hierarchy, so that the root can move around “inside” the solver. I’ll add an option so that this isn’t necessary though, so if you can wait a couple days for me to implement it it’ll not be necessary to modify your current setup at all.

(25-04-2025, 08:21 PM)Jawsarn Wrote: A tangential question there is it better with fewer solvers in the scene? Or performance overhead to keeping the whole world inside one solver (actors and not, apart from unity hierarchy perf).

There’s not much of a difference. Solvers enqueue jobs that are then performed in parallel by the appropriate backend, doesn’t really matter if the jobs came from 1 or 5 solvers.

Scene colliders are only kept and processed once regardless of the amount of solvers in the scene, so not much of a difference in that department either.

Kind regards
Reply


Messages In This Thread
Aerodynamics for non cloth - by Jawsarn - 24-04-2025, 08:41 PM
RE: Aerodynamics for non cloth - by josemendez - 25-04-2025, 08:17 AM
RE: Aerodynamics for non cloth - by Jawsarn - 25-04-2025, 12:34 PM
RE: Aerodynamics for non cloth - by josemendez - 25-04-2025, 01:26 PM
RE: Aerodynamics for non cloth - by Jawsarn - 25-04-2025, 04:45 PM
RE: Aerodynamics for non cloth - by josemendez - 25-04-2025, 05:42 PM
RE: Aerodynamics for non cloth - by Jawsarn - 25-04-2025, 08:21 PM
RE: Aerodynamics for non cloth - by josemendez - 27-04-2025, 11:25 AM
RE: Aerodynamics for non cloth - by Jawsarn - 28-04-2025, 06:01 PM