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Question by Maltus · May 28, 2010 at 07:21 AM · rigidbodylagframeratepolygon

hi-polys ??? frame lag when instantiating prefab of rigidbodys

How can I minimize physics based framelag when I Have a rigidbody collider assset[tankshell] onCollisionEnter hits my lo-poly prefab [vehicle] then ......lag [explosion] and {[debris]can be up to 6 pieces some with up to 740 poly-rigidbody,simplecolliders. but the .....lag is considerable any advice would be helpful.

:) I probably know the truth... I let my project go it's direction rather than my own:)

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Answer by Chris Masterton · May 28, 2010 at 07:32 PM

  • Switch to using physics shapes instead of meshes. It's less accurate but significantly faster.
  • Set the debris pieces so they only collide with your environment.Debris vs debris will be expensive and your average user won't care as long as it bounces off walls and ground.
  • Ensure the debris (when created) does not penetrate other objects. PhysX could be pushing the objects apart and into valid positions. This can take a while even on powerful systems.
  • If that all fails, turn off the collision. Debris can still look good without true collision - fade it out quickly after it explodes.
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avatar image Maltus · Jun 07, 2010 at 05:10 AM 0
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Ensure the debris (when created) does not penetrate other objects. This will significantly slow a game down. Thank You for the Good Advice Chris.

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