I have some very large colliders that move around the game world but when ever they hit land for some reason it causes huge FPS lag.
Why would this happen?
Aug 02 '11 at 09:51 PM
Is there any particular code you're running that might cause that?
Oh, so it will be a code issue will it? Well I have a basic movement code and some onTriggerEnter as well.
I'll start commenting out parts of the script to see what's causing it.
It's a conceivable bug though (if they didn't expect a collision to span far across the terrain), so maybe you should start by trying to reproduce the bug on a new trivial scene: then you've got the input to a bug report if it is still very slow.
I worked out what the issue is.
If the object is using the Buoyancy Toolkit and has large colliders on it as well as the one used by the toolkit and it hits land all hell breaks loose.
Anyone know why?
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
Once you sign in you will be able to subscribe for any updates here
Answers and Comments
The best place to ask and answer questions about development with Unity. Check out our FAQ for more information.
To help users post good questions and use the site effectively we have posted a tutorial video. Please check it out.
asked: Aug 02 '11 at 09:51 PM
Seen: 810 times
Last Updated: Aug 03 '11 at 08:08 AM
Big FPS drop when using SetHeights on terrain
Terrain with lots of objects
Disable "Create Tree Collider" by script?
Painted trees do not take their prefab's collider
Terrain tree colliders as triggers
problem importing meshes as terrain...Object2Terrain.js OSX
terrain settings for an fps/rpg freeroam
Unity3.4 Mobile Terrain Lag
Process heavy issues
Unity Terrrain editor halves FPS on IOS?