Performance Optimization Of BepuPhysics in Unity(Ios/Android) #11
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TalhaEjaz03
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My first guess would be The |
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Hi Norbo,
We are using Bepu Physics engine V1 (with Fixed Point Math) for our game in UNITY3D. It is a simple freefall physics based simulation using the default values of the engine for the game(using 0.1 value as timestep & 2 as max timestep). We have achieved and tested complete deterministic results on all three platforms (windows, IOS, Android).
The issues are that we are encountering performance issues on phones, barely holding 30 fps on mid range devices(4gb Ram, octa core processors) and lot of jerking during restarts.
Our scene mostly includes different compound bodies(around 13 in current scene) interacting with each other(bouncing, colliding) without any other external forces (freefall physics).
We have tested on both mono and IL2CPP backend scripting, which works with same performance on both ends(64 and 32 bits).
Below is a snippet showing the values we are using to simulate the BEPU Engine, as well as the code!
We are hoping if you could help us narrow down what and where we are doing performance intensive stuff so we can cut it down and do things the right way.
Thanks Again Norbo!
`using System.Collections;
using BEPUphysics.CollisionTests.CollisionAlgorithms;
using BEPUphysics.CollisionTests.CollisionAlgorithms.GJK;
using BEPUphysics.Constraints;
using BEPUphysics.Materials;
using BEPUphysics.Settings;
using UnityEngine;
using PSpace = BEPUphysics.Space;
using PVector3 = BEPUutilities.Vector3;
using FixMath.NET;
using System.Collections.Generic;
using BEPUphysics.Entities;
using BEPUphysics.NarrowPhaseSystems;
public class PhysicsManager : MonoBehaviour
{
}
`
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