Performance optimization tips: Physics in Unity | Tutorial

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  • Опубліковано 1 жов 2024

КОМЕНТАРІ • 81

  • @Dk-Ang
    @Dk-Ang 3 роки тому +51

    I know nothing...

  • @hellohaos
    @hellohaos 3 роки тому +33

    I would be glad to see more detailed explanations with some simple examples of each tips.
    Thank you for so great video!

  • @forasago
    @forasago 3 роки тому +12

    1. Most of the time what's on screen has nothing to do with what the narrator is talking about. This video actively distracts from its content with colorful noise.
    2. Some of the things described are just default settings, like reuseCollisionCallbacks. You cannot optimize your project using something that is already active by default.

  • @farhanhakim2189
    @farhanhakim2189 3 роки тому +13

    Would you please make tutorial on how to use UnityWebRequest? Sometimes Unity Engine fails to decompress data

    • @unity
      @unity  3 роки тому +3

      Hey there! We found this helpful tutorial by a Unity creator that may help! ua-cam.com/video/nVz3GBw1kDg/v-deo.html

  • @mralien9547
    @mralien9547 3 роки тому +17

    it is great to see optimization tutorials, very needed.

  • @diliupg
    @diliupg 3 роки тому +10

    Thanks for this! We need more optimization tutorials. Mobile optimization is one important topic.

  • @bodybody5609
    @bodybody5609 3 роки тому +11

    Me: So that's how you do it, i understand now
    Also me: *doesn't understand a word

  • @KimboKG14
    @KimboKG14 3 роки тому +1

    I still don't know how to raycast inside DOTS, any help here?
    Raycastbatching works fine but only on classic colliders.

  • @TegridyMadeGames
    @TegridyMadeGames 2 роки тому +1

    As per usual: hey this is unity, heres some tips with little to no detail of how to implement them or what they actually mean, but its okay thats why you guys exist

  • @SergioLepore
    @SergioLepore 3 роки тому +4

    This is priceless. Thank you!

  • @saadblabla
    @saadblabla 2 роки тому +1

    This is cool and all, but when will we see realistic physics simulations like the ones in blender and ue5 ? Fluids and smoke in general ?

  • @syth-1
    @syth-1 3 роки тому +1

    So how what's the difference between iterations and timestep?
    Do they both give the same effect of more realistic physics?

  • @jmanoj0905
    @jmanoj0905 3 роки тому +2

    Great job Andrè keep it up man

  • @fumetsuhito5561
    @fumetsuhito5561 3 роки тому +2

    Great tips. Thanks

  • @stevekemi1026
    @stevekemi1026 2 роки тому +1

    Please a Tutorial on how to do this aiming system!!!

  • @ysundawa
    @ysundawa 3 роки тому +1

    I have been searching for job system based physics ... this video is exactly what i need.. thanks

  • @ngocnghia9626
    @ngocnghia9626 Рік тому

    Hi Sir, Performance optimization the same as colliding bodies optimization ?? Thanks

  • @Werner-sv2le
    @Werner-sv2le 10 місяців тому

    I am currently in development and I build a house now adding props but most of the stuff on shelves or bookcases are physics and so many of them really decrease my performance.

  • @rogercabo5545
    @rogercabo5545 3 роки тому

    But some optimizations demo and working scripts would be very recommended instead of "you can do this and that". But because of the never finish Dots system at all the script stuff will never work without fundamental errors. Unity can create master classes Infos in Seconds!!

  • @okeyboy99
    @okeyboy99 Рік тому

    Per body iterations are affecting all rigidbodies in the scene. Bug?

  • @Sfr339
    @Sfr339 Рік тому

    Why unity is not free

  • @klarnorbert
    @klarnorbert 3 роки тому +1

    These are very cool! More optimization tips in this format please!

  • @xmetax
    @xmetax 3 роки тому +2

    Why is 50hZ the default?

    • @daslolo
      @daslolo 3 роки тому +2

      Unity originated in Denmark

    • @xmetax
      @xmetax 3 роки тому

      @@daslolo Denmark, really? That's cool. Thank you.

    • @forasago
      @forasago 3 роки тому +4

      According to this video it's to prevent double FixedUpdates if the frame rate drops a little. The assumption is that you will want to run at 60 fps (or more).The physics rate has to be lower than the frame rate to give some wiggle room. Whether 1/6th is enough wiggle room depends on your game, I guess.

    • @xmetax
      @xmetax 3 роки тому

      @@forasago thank you 👍

  • @leviandreaciccone1039
    @leviandreaciccone1039 3 роки тому +1

    Hehe boi

  • @SA_21061
    @SA_21061 3 роки тому

    💙🇾🇪💙💙💙💙💙💙💙💙💙💙

  • @Mouhamed-bw6ij
    @Mouhamed-bw6ij 3 роки тому +1

    is unity will be on ps4 plz anyone tell me

    • @unity
      @unity  3 роки тому

      Just so we're clear, are you asking if you can create games for the PS4 using Unity?

    • @aashiqahmed9582
      @aashiqahmed9582 3 роки тому

      You need a license for that. Unity Personal doesnt allow you to publish in PS4.

  • @mehmeh8883
    @mehmeh8883 3 роки тому

    Mobile optimization videos are also required!

  • @phambaoha170
    @phambaoha170 3 роки тому +1

    Greats!

  • @carlabalos3884
    @carlabalos3884 3 роки тому

    So we already don't need to put kinematic rigidbodies to moving static colliders nice.

    • @HAWXLEADER
      @HAWXLEADER 2 роки тому

      But you do need them to get queries in your scripts.

  • @FuZZbaLLbee
    @FuZZbaLLbee 2 роки тому

    1:59 Can you dynamically set the physics time? So if my game runs at 30fps on my machine, it will be different from someone else’s machine where the game might run at 60fps.

    • @janikcodes
      @janikcodes 2 роки тому

      You can multiple it by * Time.deltatime to have physics independent of the framerate

    • @hyun2njeru
      @hyun2njeru 2 роки тому

      Your so called physics time runs on something called fixed update. This is the same regardless of framerate. So it doesn't matter whether it's 10fps or 60fps. Fixed update is fixed.

  • @stefana.jansson32
    @stefana.jansson32 3 роки тому

    "CoolHwip"

  • @reyou7
    @reyou7 3 роки тому

    very giant tutorial, thanks!

  • @batnikelam-mavzer443
    @batnikelam-mavzer443 2 роки тому

    well

  • @patmw
    @patmw 3 роки тому

    Thanks for the wisdom!

  • @Zblood96
    @Zblood96 3 роки тому

    Thank you !

  • @BNuwan123
    @BNuwan123 3 роки тому

    Sri lanka

  • @JFrameMan
    @JFrameMan 3 роки тому

    how come when making a game like billiards, balls are always more attracted to sticking to edges? I tried all kinds of physics material properties and nothing got rid of this sticky behavior.

    • @unity
      @unity  3 роки тому

      For some more in-depth troubleshooting, we'd recommend sharing this experience with other creators either on our Discord channel, or in our Forums:
      discord.gg/unity
      forum.unity.com

    • @VehiclePhysics
      @VehiclePhysics 3 роки тому +1

      Reduce or set to zero the parameter "Bounce Threshold" in Project Settings > Physics. That should fix the issue.

    • @JFrameMan
      @JFrameMan 3 роки тому

      @@VehiclePhysics It's the correct advice for majority of people, so thank you. However, unity's physics behavior where rolling objects are attracted to closest edges persists no matter what the bounce threshold is.

    • @VehiclePhysics
      @VehiclePhysics 3 роки тому

      I had configured a perfectly bouncing ball in the past where it would keep bouncing forever (friction = 0, bounciness = 1), so at least I know it can be done. I recall having the problem of stopping bouncing, but it was fixed by setting Bounce Threshold to zero.

    • @JFrameMan
      @JFrameMan 3 роки тому

      @@VehiclePhysics The problem isn't the bounce part. It turns out rigidbodies are somehow attracted to other colliders when they're freely rolling on the ground. It's like there's a very slight magnetic field between the rolling ball and the closest wall. I think it only aplies at a certain close distance.

  • @cakedevdev9184
    @cakedevdev9184 3 роки тому

    P H Y S I C S

  • @lunchtimee
    @lunchtimee 3 роки тому +2

    Hi

  • @catafest
    @catafest 3 роки тому +1

    From my point of view, it is the best graphics engine created with C # features! Yes this can be very important into a game development. I was able to run Unity last version on Fedora 33 distro Linux with 10 Gb RAM and very old NVIDIA Corporation GT218 [GeForce 210] (rev a2). The asset store tab don't let me to write on search bar and the only way to import assets was to add it to my favorite and then use these. Some bugs can be avoided or not, but for those who are going through the learning stages and changes created by the development team, it takes time for me. Thank's for help.

  • @hendri9524
    @hendri9524 3 роки тому +1

    Hey you want ti know something?
    No one care that you first or second or number above

  • @pronotron
    @pronotron 3 роки тому

    If the target frame rate is 30, should the fixed time step be 1/30?

    • @AlexisPAUTROT
      @AlexisPAUTROT 3 роки тому +1

      You should set the fixed time step based on how much iterations you need to get a coherent physic simulation for your situation.
      At low frequency ( 1/10 ), physic is more inconsistant, objects can easily go through others if moving at high speed and bounce are way to big. At higher frequency ( 1/50 ) physics will be more accurate, and then more realistic.

    • @pronotron
      @pronotron 3 роки тому

      ​@@AlexisPAUTROT Thank you, but actually I was wondering to know performance optimized settings.

    • @herohiralal3255
      @herohiralal3255 3 роки тому

      For something like a phone game you don't even need 30 iterations a frame, and can probably tone it down to like 15 depending on your game. It is what I did in a professional project and got huge speedups.

    • @pronotron
      @pronotron 3 роки тому

      @@herohiralal3255 ​ My game is an endless runner with a little different concept, I'm moving some pivot objects with transform, while moving character with physics. When I increase fixed time too much, some sync issues are apperaing. I was wondering, how much can I increase fixed time for performance without getting sync issues(with 30 target frame rate)

    • @forasago
      @forasago 3 роки тому

      @@pronotron You can probably just stick to the default 50 Hz. That way you get two physics updates on most frames and sometimes only one. If your frame rate is fairly stable you should never have to do three physics updates on any frame.
      The bigger question is why you would want to target 30 fps? Mobile game?

  • @cloudslays-de
    @cloudslays-de 3 роки тому +1

    5th

  • @thanatosor
    @thanatosor 3 роки тому

    I remember that I ended up adding B2D native on my own for x3 performance on Unity...

  • @SgtBrutalisk
    @SgtBrutalisk Рік тому

    I like the part where the boxes fall down.

  • @lunchtimee
    @lunchtimee 3 роки тому +2

    Lol am i really first?

  • @LivingEd
    @LivingEd 3 роки тому

    Unity

  • @boxtodragon
    @boxtodragon 3 роки тому

    Top 15 comments.

  • @Unknown_Programmer
    @Unknown_Programmer 3 роки тому

    10 th hopefully

  • @aksh4448
    @aksh4448 3 роки тому

    hi 7th

  • @oekt7834
    @oekt7834 3 роки тому

    Hi

  • @milkgang6331
    @milkgang6331 3 роки тому

    Will you make a viedeo how to make a mini map like gta.

    • @HAWXLEADER
      @HAWXLEADER 2 роки тому

      put a map image in a circle mask, move it with the camera with the required offset to adjust for the difference in coordinate systems.
      Like so (mapPos = CameraPos*differenceInScale+Offset.

    • @milkgang6331
      @milkgang6331 2 роки тому

      @@HAWXLEADER 😊🙏

  • @hi-sq6uz
    @hi-sq6uz 3 роки тому

    I was making a game I published it but I shearched it up on the play store and the apple store its not there and I want to make a animation its not working and I want to make a live event but it won't let me write on the event