Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice
  3. Dismiss Notice

Question ECS Physics Performance

Discussion in 'Physics for ECS' started by kemot963, Apr 28, 2024.

  1. kemot963

    kemot963

    Joined:
    Feb 17, 2018
    Posts:
    5
    Hi,

    What is the 'normal' maximum number of agents with ICollisionEvetns job and physics turned on to be working In 60+ fps ? I get 10-20K agents with capsule collider working but the simulation slows down on collision event job. What results are you getting ? Is it expected to be more ?
     
  2. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,822
    10k agents may be average pick performance, with Unity solution.

    Physics need to carry on many things.

    But this one of the reason in recent project I work on, we doesn't use Unity physics, nor rendering. It was too slow, for our RTS project. Saying that, not like we need really a physics in RTS, but there are potentially useful methods.
     
    Last edited: Apr 29, 2024
  3. kemot963

    kemot963

    Joined:
    Feb 17, 2018
    Posts:
    5
    Thanks for the response. Yeah , physics takes half of the frame's time to compute. Nice game.
     
    Last edited: Apr 29, 2024