@@ -45,12 +45,13 @@ In addition, Unity's computation is not that precise. Our collision response wou
The collision margin is added to the displacement correction of the constraint solving step of the collision constraint in the direction of the collision normal.
However, this collision margin may not have been chosen large enough to prevent the guidewire from slightly invading the blood vessel (not so critical) or, in the worst case, piercing the blood vessel (critical).
In either case, increasing the collision margin helps in preventing these cases. Decreasing the time step also helps, since the collision manifold is then smaller as the collision gets detected sooner.
Both the collision margin and the time step can be changed on the *Simulation* GameObject. If the constraing solving steps need to be drastically reduced, it is recommend to increase the stiffness parameters of the constraints accordingly.
Both the collision margin and the time step can be changed on the *Simulation* GameObject.
#### Performance
If the simulation requires more resources than your machine can provide, the most effective way to address this is to reduce the constraint solving steps, since these cost about 99% of the computation time.
The performance also depends on the number of spheres of the guidewire. The constraint solving steps can be changed on the *Simulation* GameObject.
If the constraing solving steps need to be drastically reduced, it is recommend to increase the stiffness parameters of the constraints accordingly.
Also, multiple guidewire prefabs differing in length are available in the Prefab folder.