2.In my soccer scene, there are a total of 8 softbodies (4 in each of the goals, for different parts of the net) with something like 400 vertices alltogether.
When I start the game, the framerate drops to something like 1 or 2 fps for a couple of seconds, during which times the softbodies are dropping to their idle positions. I think that’s because after that time the rigidbodies go to sleep, and are deactivated for the time being, which restores the framerate to about 500 fps. This happens only when I put my laptop in power-saving mode, which essentially disables any and all GPU computing.
Are softbodies really this CPU-intensive? If so, how do I work around this? after all, only 1 or 2 of the softbodies will active at later times, and that doesn’t seem to cause any problems. I’m guessing that if there’s any way to mark the rigidbodies as sleeping on start-up, the problem can be solved
The reason they run so poorly is because the Unity team has paid little mind to the needs of PC developers; there is no multi-core support for the Unity engine, but more importantly, there is no GPU PhysX support (which would give us insanely fast PhysX simulations). As a result, cloth physics are almost entirely unusable in any serious project. The best you can do right now is vote this up as a serious issue, as in this respect, Unity isn't even attempting to be competitive, and that is truly a shame. http://feedback.unity3d.com/forums/15792-unity/suggestions/2069453-gpu-physx-support
– anon25104582Unity is such a great tool, and at the same time, small problems such as this make it very unusable for any large scale project... such a shame! Just out of curiousity, does this actually mean that the PS3 version runs on just one core as well? That'd be totally terrible!
– Arshia001