I've got objects imported from an RBD Fractured op. I use a script solver to do some logic in my simulation. I know those objects won't collide (and I actually don't want then to collide) with themselves but only with the ground. For that reason I want not to make them mutualy affecting.
Originally when the objects were mutual the runtime script was executed only once per timestep. Since I've set the objects to be non mutual this script is executed for each timestep PER object.
Now the performance I was supposed to get is diminished by this redundant script loop.
Any idea why this behaves this way?
François
Lost of efficiency in a script solver
2618 0 1- francoisd
- Member
- 137 posts
- Joined:
- Offline
-
- Quick Links