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Author Topic: [Solved] Moving asset - Makes some sort of continual FPS drop  (Read 1375 times)

Prometheus2012

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So ive made a path and a path follower, added a train model to it.

I noticed that the performance in the area goes from 111 fps down to 0 gradually in a matter of 5 minutes.

I tested out a few things, i made the physics type on the train model itself to dynamic and also set all collision to Ignore=true. This seems to have stopped the gradual FPS drop. Any reason for this being the case? Is it intended that moving static mesh that follow a path follower need to be set to have physics type as dynamic etc?
« Last Edit: Jan 22, 15, 08:37:25 AM by Prometheus2012 »
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HE-Cooper

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Re: Moving asset - Makes some sort of continual FPS drop
« Reply #1 on: Jan 11, 15, 02:39:19 PM »

Static physics objects are taking part of the physics simulation, but not updating it based on new info, you then place it on a path which is not part of the physics simulation, forcing the object to update the physics frame constantly. Dynamic allows objects to be moved within the physics simulation by applying physics forces, but even then, technically, an object like a pather would be a kinetic physics object, not a dynamic physics object.
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Amanda_Brooks

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Re: Moving asset - Makes some sort of continual FPS drop
« Reply #2 on: Jan 11, 15, 05:17:53 PM »

Would dynamic be the correct setting for things like cars and other moving traffic?
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Prometheus2012

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Re: Moving asset - Makes some sort of continual FPS drop
« Reply #3 on: Jan 11, 15, 11:56:18 PM »

Would dynamic be the correct setting for things like cars and other moving traffic?

This seems to be the setting that works best with any static mesh that you need to make move, such as a simple car or train in our case.

If you leave it as a standard physics setting, you will see the gradual FPS drop in your area.
« Last Edit: Jan 11, 15, 11:59:19 PM by Prometheus2012 »
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