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How to dynamically change ObiPinhole position?
#5
(07-07-2025, 08:13 AM)josemendez Wrote: The only way to specify the position of a pinhole is using a length %. However you can easily calculate the length % of any point or element in the rope yourself, it's just a division by the total amount of elements.

kind regards,

Hello, thanks but I've recently noticed a new problem.

I'm using ObiRope and need to restart ropes during the game. Right now, I destroy and instantiate them using Unity’s Destroy() and Instantiate(), but after around 20 restarts, performance drops from 100+ FPS to 1 FPS — likely due to garbage collection or no proper Burst and Jobs disposing.

I also tried using _solver.RemoveActor() and _solver.AddActor(), but even when doing that before destroying/instantiating, I still get same performance leaks.

Is there a proper way to restart ObiRopes without causing these issues?

Kind regards,
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Messages In This Thread
RE: How to dynamically change ObiPinhole position? - by quent_1982 - 07-07-2025, 03:48 PM