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Collision Bug

Discussion in 'PSM' started by Alk Studios, Jun 14, 2014.

  1. Alk Studios

    Alk Studios

    Joined:
    May 28, 2014
    Posts:
    115
    Hello all,
    I seem to have found a potential bug regarding collision.

    Using the first person controller prefab works well with box based colliders, however when I collide with a mesh collider, the framerate drops enormously.

    Here is an image of the profiler during such a collision:

    As you can see, CharacterMotor.FixedUpdate() is taking up 1093.19ms on the CPU.

    I have also uploaded a video to demonstrate the slow down:
     
  2. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377

    Wow that is pretty noticeable, i've got plenty of mesh colliders in my games and there all fine, there must be something, perhaps code related? There is not much i can think of other than that or the meshes that have mesh colliders on are incredibly high.
    What triangle/poly count are you soldiers?
     
  3. Alk Studios

    Alk Studios

    Joined:
    May 28, 2014
    Posts:
    115
    The soldier is a place holder from Mixamo and consists of 2572 triangles. Whilst I will eventually use a capsule, for testing I used a mesh collider. Other simple mesh colliders seems to work fine, as such I think it's just one of several odd issues with this beta build.
     
  4. eriQue

    eriQue

    Unity Technologies

    Joined:
    May 25, 2010
    Posts:
    595
    Well, a mesh collider is never going to be very performant when compared to a capsule.
    That said - it looks a bit extreme. If you file a bug on it I can have a look at the performance in more detail..
     
  5. Mecanamaral

    Mecanamaral

    Joined:
    Sep 24, 2020
    Posts:
    7
    LOL I having a falling coin crossing a table... the floor, some times gravity act in wrong axis.... i realy getting pissed, all i wantend is to drop a coin in a table when players do a bet, but I'm considering make it appears static, or make a script for the gravity... cause sucking unity physics is all buged, and laged...

    Always it goes to this way, everytime i need to use anything that should be ready for use in unity i spend more time than things i do myself, like network comunication, server side... this is frustrating.