Help Obi Cloth Mobile performance problem
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07-06-2021, 07:24 AM
(This post was last modified: 07-06-2021, 07:28 AM by josemendez.)
(06-06-2021, 08:02 PM)ByGuest Wrote: Hello, Obi is extremely well optimized for mobile. However, I see you're using the fallback backend (Oni), you should be using Burst which gives better performance on mobile. Also, how many substeps are you using? these largely determine performance vs quality. (06-06-2021, 08:02 PM)ByGuest Wrote: Obi physics methods fps drops. Physics in Unity (including Obi) happen in FixedUpdate(). How often FixedUpdate is called is controlled by Unity's Time settings, specifically fixed timestep and max fixed timestep. See: https://docs.unity3d.com/Manual/class-TimeManager.html https://docs.unity3d.com/ScriptReference/Time.html
07-06-2021, 11:39 AM
I try everything,
Using low vertices model, most effective. But quality not good : /
07-06-2021, 12:06 PM
(This post was last modified: 07-06-2021, 12:27 PM by josemendez.)
(07-06-2021, 11:39 AM)ByGuest Wrote: I try everything, Just did a test build of the included soccer net sample scene in an iPhone 7. It's running at solid 60 fps. Make sure you've installed the required Burst dependencies. If you don't, the engine will fall back to your current backend (and will show a warning in the ObiSolver component). See: http://obi.virtualmethodstudio.com/tutor...kends.html The required packages are:
Also, if you're using surface collisions, make sure particles are small enough for them to not intersect with many neighbors. This will negatively affect performance as explained here: http://obi.virtualmethodstudio.com/tutor...sions.html
08-06-2021, 04:29 PM
I will try these, thanks.
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