You can use the Stats group in Studio under the View tab.
This will give you a breakdown of different systems.
You can use the Stats group in Studio under the View tab.
This will give you a breakdown of different systems.
I’ve had the same problem, I’d have two-three parts with BodyVelocity moving them, after the first part reached a point the second part had its body velocity enabled and every part with bodyVelocity got slower. Fps remained at 60 though.
Can you provide us with repro steps and a model? Thanks
I have this issue too, but it’s only apparent on low-end hardware:
https://i.gyazo.com/8203e2bd46284555ea478a762a67b5fc.gif
These red “bullets” are supposed to fire much faster, and they work fine on my own computer. However, they slow down immensely to the point where the level is unplayable if you use a slower computer.
Also sorry if this is a necro bump but I didn’t think it was necessary to make a new thread.
Are you using body movers, or the new PGS constraints?
Using BodyVelocity, is that why?
Body movers are no longer being supported – they were made for the old spring physics solver, and the new PGS constraints generally work a lot better. Can you try implementing the bullets using VectorForce or AlignPosition?
Implementing this with PGS constraints will be more difficult because there’s no PGS equivalent to BodyVelocity, but this will either 1) demonstrate that this is still an issue with PGS or 2) yield you a solution in the end anyway. In the case of the latter, you can make a feature request for more intuitive PGS constraints.
I will try as soon as I have time, thank you.