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Making a Leash
#8
(11-11-2019, 06:01 PM)josemendez Wrote: Hi,

Strange, I'm unable to reproduce any spikes :/. With no ropes in it (thus no active particles), the solver basically does nothing at all. May I see the hierarchy view in your profiler?

Edit:
Here's the tests I performed in a fresh project, using Obi downloaded from the store. Added a new solver to the scene, no spikes at all, performance is exactly the same as with no solvers in the scene. Adding a single 1 meter rope, simulation takes 0.28 ms (multithreaded, 2 cores) and rendering 0.6 ms (single threaded). If you're not getting similar results, there's either some issue in your project or some bug in Obi. Taking a look at where those +60 ms are being spent during the spikes might shed some light!

Here's the hierarchy of the project:
[attachment=463]

LeashManager is the object that has the ObiSolver component. Player, Rope Stuff and Collision Plane have ObiColliders and ObiRigidbodies.

I made a new scene, with a Main Camera and a Directional Light, and placed the ObiSolver on the Camera. I got these results on the profiler:
[attachment=464]

EDIT: There are no ropes in the new scene. I'm using 2019.2.0f1 x64
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Messages In This Thread
Making a Leash - by jpalz - 08-11-2019, 05:28 PM
RE: Making a Leash - by josemendez - 08-11-2019, 06:25 PM
RE: Making a Leash - by jpalz - 08-11-2019, 07:12 PM
RE: Making a Leash - by jpalz - 08-11-2019, 09:07 PM
RE: Making a Leash - by josemendez - 09-11-2019, 08:30 AM
RE: Making a Leash - by jpalz - 11-11-2019, 05:37 PM
RE: Making a Leash - by josemendez - 11-11-2019, 06:01 PM
RE: Making a Leash - by jpalz - 11-11-2019, 07:47 PM
RE: Making a Leash - by josemendez - 12-11-2019, 09:10 AM