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When the simulation is set to a step of 0.001 there is a massive spike in cpu ms, anything up to 20x slower. Possible cause could be the garbage collection with the objects being created in the FixedUpdate. So far I have only noticed this issue with the LinkLock objects.
The text was updated successfully, but these errors were encountered:
This is 90% resolved by nesting the Matrix related initialization objects in the loop into the class itself, without doing this it simply runs too slow. It is still slower than the original c++ engine but that might have something to do with the matrix array even though it's a struct being created and used on the Heap.
Currently on hold due to performance issues. It runs anything up to 6-8 times slower than the original c++ version, this is due to the mono build, no in lining etc. So important demo examples can't be done and large scale simulations would be impossible in Unity.
When the simulation is set to a step of 0.001 there is a massive spike in cpu ms, anything up to 20x slower. Possible cause could be the garbage collection with the objects being created in the FixedUpdate. So far I have only noticed this issue with the LinkLock objects.
The text was updated successfully, but these errors were encountered: