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Masive lag caused by a building falling onto another one
Title:
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Category:
Graphics
Physics
Performance
Blocks
Story
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Status:
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Won't Fix
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Not a Bug
Non Reproducible
Version Introduced:
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Version Fixed:
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Text:
This is a continuation of the https://forum.planet-nomads.com/threads/2470-Ghost-base-bug-investigation Remove the armor slope connecting the two grids together. The right side grid falls and causes massive lag. - The last comment from Martin was: [ I am not sure about the real reason. But the fact is, that there is massive rigidbody with many individual colliders, and most of them are laying on another grounded (kinematic) rigidbody with many individual colliders. In Unity 5.4 the top rigidbody goes to sleep, but in Unity 2018 it does not. Probably there are some jittering forces that wakes it up all the time, so engine must calculate millions of collisions each frame instead of keeping the things sleeping. ] - Now I can extend on this comment with the following educated guess: The many individual colliders are not aligned perfectly to each-other before the grid touches the other surface. This happens while the grid is being created. Somehow the physics act upon the grid while it is partially created - I proved that by moving the grounded block to the first position. Once the splitting process is finished, the resulting grids will have the individual colliders a bit shifted from each-other, just like the "ghost base" used to have it. Maybe even vibrating like joints pulled apart. If the individual colliders touch, a collision happens between them. Such collisions cause the high forces which make the "jumping grids", the so called "over-reactive physics". In this case the planes are parallel and a jump cannot be triggered - but the forces are there. Also, on the ghost building collider we saw that we always slide, there was no resting as the mathematical condition to enter sleep state cannot be fulfilled – the shifted colliders prevent the actors to reach the place where the sleep can be allowed. A solution to be tried would be, to protect the grids from the physics while splitting the grids: before the routine starts to make them grounded (kinematic) and when the process is finished to remove the kinematic property from that first block which was added to the new grids. Also the original grid must get such a flag if it doesn't have one already. Such a transaction might be advised somewhere in the API or on forums?
Attachments:
Player.log (29.22 kB)
Screenshot.png (1.7 MB)
_main.db (17.55 MB)
_working.db (19.36 MB)
Comments
Menzagitat
2019-04-12 06:50:34
Cannot be reproduced in 0.9.8.3 / engine version: 2018.3.5f1 (76b3e37670a4).
© 2018
Craneballs
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