Any idea when this feature that was talked about at Unite 2016 will appear in beta? I'm dying to try this out for one of my heavy simulation based projects with 1000s of physics objects. Currently I'm doing iterative processing on these objects on main thread, but there isn't any reason they can't all be updated in parallel. I did write my own multithreading system to do some of the work in parallel, but it is hampered by not being able to update the transform on the sub-threads since Transform is currently not thread-safe. ccs
See #4 post in this thread: https://forum.unity3d.com/threads/d...ed-transform-performance-improvements.466495/