Hello, so I use A-Chassis in a game I develop for in order to have cars the only issue I am finding with this chassis is the fact that every single part in it is having its physics calculated even when it really only needs to be the wheels and driveseat (the driveseat has everything welded to it). Does anyone know how to make it so only the parts that need physics calculations are awake.
Video:
Any part that is unanchored, not connected to anything that is anchored, and especially moving/having forces applied to it by the physics engine would be considered awake. This is probably normal.
I know its normal but the issue is our game can have up to 35 cars driving at one time, each one having different number of parts.
I guess its not as big as a issue as I think but I am trying my best to get rid of laggy things. (Mainly server lag)
As long as the parts are welded together the physics should affect them as a single assembly. If you’re worried about part count you can try reducing it with solid modeling, or converting to meshes. (However that might reduce the level of detail.)
Weve already removed a lot of things and the cars are meshes, I just don’t know if the physics is calculated individually for each car part or if its only calculating what its welded to
Nevermind most of the games lag comes from rendering not physics so this isnt such a big deal right now.
When parts are welded together I believe they are treated as a single part in regards to forces being applied to them. (Their hitboxes are still considered if the parts have CanCollide on.)
I might be wrong, though.