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Question Can ExportPhysicsWorld be multithreaded?

Discussion in 'Physics for ECS' started by davenirline, Mar 21, 2023.

  1. davenirline

    davenirline

    Joined:
    Jul 7, 2010
    Posts:
    898
    We have a big subscene with lots of static colliders. Nothing is going on yet but ExportPhysicsWorld already eats up 4-5ms.
    upload_2023-3-21_10-8-6.png
    Can it be run multithreaded?

    In comparison, the non DOTS physics parts runs really well:
    upload_2023-3-21_10-10-25.png
     

    Attached Files:

    Last edited: Mar 21, 2023
  2. daniel-holz

    daniel-holz

    Unity Technologies

    Joined:
    Sep 17, 2021
    Posts:
    91
    The check collider integrity job is only running in the editor or if you force it on in a player build. This time consumption will completely disappear in a player build.

    You can disable it in the editor if required via the extra Edit -> Preferences menu (see at the bottom in Edit).
     
    Last edited: Apr 23, 2023
    davenirline likes this.