Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Performance issue with a custom collider #697

Open
myznikovgleb opened this issue Sep 8, 2024 · 0 comments
Open

Performance issue with a custom collider #697

myznikovgleb opened this issue Sep 8, 2024 · 0 comments

Comments

@myznikovgleb
Copy link

myznikovgleb commented Sep 8, 2024

Description

I ran into a issue where a dynamic rigid body with a custom collider falls through another fixed rigid body containing a lot of meshes. The first rigid body can represent a character, the latter one can represent a map with obstacles. It is regularly reproduced only if the map contains a significant (about 1000) amount of meshes

There is one peculiarity, a dynamic rigid body with an automatic collider behaves correct and does not fall through the map

Example

I've made a sandbox to reproduce the issue. Link below
https://codesandbox.io/p/sandbox/mc6qdr

Solution

Initially, I thought that that issue was caused by improper assets loading. Because I faced something similar to #522. But it seems to be a wrong direction. The issue is reproduced even without external assets. And the example above also does not contain any assets

For now, I have only one solution. I use a dynamic rigid body with an automatic collider instead of a custom one. Check the sandbox or docs https://github.com/pmndrs/react-three-rapier?tab=readme-ov-file#automatic-colliders

It would be great to investigate reasons of the issue and fix it. Or at least find a more subtle solution. Any help appreciated!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant