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I have been profiling my application with the profiler. I am using Time.timeScale to control the speed of my application. As I increase the speed by adjusting the time scale, Physics.simulate chews up considerable CPU even though I am not simulating any physics. There are up to 300 calls. using almost as much CPU as Camera.Render!! Anyone have any clues? Thanks in advance Tom
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I can't remember exactly how I fixed this. I think I found something obscure that I was creating dynamically through scripting that had a physics object on it. Once I removed it the physics calls were gone but it didn't turn out to have any appreciable effect on performance.
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If you want to print out a list of all the components your game objects are using at run time, AngryAnt wrote a decent editor script that collates all the component types and lists them out for you. http://eej.dk/angryant/general/tipsandtricks/where-did-that-component-go/ So if in the future you need to find something of a particular type, you can use that. Hi thanks for that.
Jul 06 '10 at 02:29 AM
cncguy
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Can you confirm that you have not a single Collider, Rigidbody, or CharacterController in your scene at all? If you have any of those, you are using the Physics engine.
As far as I know yes. While running in the editor I have gone through all the active objects and I cannot find any of the above mentioned components.