I'm having a strange performance problem with Physics.simulate, Normally I would just delete stuff from my scene during play until the bottleneck becomes appearent, but in this case even if i delete everything Physics.simulate stays up there...
It should be something I'm doing in script as a new empty scene doesn't have it, i don't know what i can possibly activate that could keep hammering the performace after deleting every object in the scene...
Anyone know what I could be missing? Or maybe a good way to find out what exactly is using physics.simulate? deep profiling shows nothing extra..
asked Oct 01 '11 at 12:34 PM
When you delete everything from the scene, Physics.Simulate is still taking a lot of time? Maybe you have some script left which moves a static collider? That is always a big performance hit, and will show in the profiler as "Static Collider.Move", but the actual performance hit is in Physics.Simulate.
If you're on windows, you can use NVidia's profiling tools for more detailed profiling into PhysX.
answered Oct 01 '11 at 02:41 PM
jonas echterhoff ♦♦