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@@ -27,7 +27,7 @@ other solutions you can try:
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speed. The faster the object moves, the larger the collision shape should
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extend outside of the object to ensure it can collide with thin walls more
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reliably.
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-- Increase **Physics Ticks Per Second** in the advanced Project Settings. While
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+- Increase **Physics Ticks per Second** in the advanced Project Settings. While
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this has other benefits (such as more stable simulation and reduced input
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lag), this increases CPU utilization and may not be viable for mobile/web
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platforms. Multipliers of the default value of ``60`` (such as ``120``, ``180``
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@@ -44,7 +44,7 @@ causes the simulation to become wobbly, making the objects unable to rest on top
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of each other without moving.
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Increasing the physics simulation rate can help alleviate this issue. To do so,
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-increase **Physics Ticks Per Second** in the advanced Project Settings. Note
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+increase **Physics Ticks per Second** in the advanced Project Settings. Note
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that increases CPU utilization and may not be viable for mobile/web platforms.
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Multipliers of the default value of ``60`` (such as ``120``, ``180`` or ``240``)
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should be preferred for a smooth appearance on most displays.
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@@ -83,7 +83,7 @@ simulation rate (as making the shape thicker would cause a disconnect between
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the RigidBody's visual representation and its collision).
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In both cases, increasing the physics simulation rate can also help alleviate
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-this issue. To do so, increase **Physics Ticks Per Second** in the advanced
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+this issue. To do so, increase **Physics Ticks per Second** in the advanced
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Project Settings. Note that this increases CPU utilization and may not be viable
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for mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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@@ -115,7 +115,7 @@ vehicle (due to tunneling), but also that the simulation has little data to work
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with in general at such a high speed.
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Fast-moving vehicles can benefit a lot from an increased physics simulation
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-rate. To do so, increase **Physics Ticks Per Second** in the advanced Project
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+rate. To do so, increase **Physics Ticks per Second** in the advanced Project
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Settings. Note that this increases CPU utilization and may not be viable for
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mobile/web platforms. Multipliers of the default value of ``60`` (such as
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``120``, ``180`` or ``240``) should be preferred for a smooth appearance on most
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@@ -156,6 +156,22 @@ geometry as a collider. Not only this will improve physics simulation
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performance significantly, but this can also improve stability by letting you
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remove small fixtures and crevices from being considered by collision.
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+Framerate suddenly drops to a very low value beyond a certain amount of physics simulation
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+------------------------------------------------------------------------------------------
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+
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+This occurs because the physics engine can't keep up with the expected
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+simulation rate. In this case, the framerate will start dropping, but the engine
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+is only allowed to simulate a certain number of physics steps per rendered
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+frame. This snowballs into a situation where framerate keeps dropping until it
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+reaches a very low framerate (typically 1-2 FPS) and is called the *physics
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+spiral of death*.
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+
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+To avoid this, you should check for situations in your project that can cause
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+excessive number of physics simulations to occur at the same time (or with
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+excessively complex collision shapes). If these situations cannot be avoided,
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+you can increase the **Max Physics Steps per Frame** project setting and/or
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+reduce **Physics Ticks per Second** to alleviate this.
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+
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Physics simulation is unreliable when far away from the world origin
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