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Question FixedStepSimulationSystemGroup Default World Debug Stream

Discussion in 'Physics for ECS' started by PinguIsOP, Sep 1, 2021.

  1. PinguIsOP

    PinguIsOP

    Joined:
    Jul 23, 2018
    Posts:
    16
    What is Default World Debug Stream in DefaultWorld Unity.Entities.FixedStepSimulationSystemGroup? It is taking up 20%-40% of the total processing time per frame and im not sure what I can do about it. I cant find anything online about it.
     
  2. steveeHavok

    steveeHavok

    Joined:
    Mar 19, 2019
    Posts:
    481
    This might be related to the 'Physics Debug Display'
    upload_2021-9-9_16-25-49.png
    That components throws a bunch of primitive data to a Debug Stream.
    Though if you don't have a
    PhysicsDebugDisplayData IComponentData
    on an Entity then it should not be doing anything.
     
  3. PinguIsOP

    PinguIsOP

    Joined:
    Jul 23, 2018
    Posts:
    16
    no i dont have any PhysicsDebugDisplayData IComponentData in the project
     
  4. CameronOtten

    CameronOtten

    Joined:
    Apr 1, 2015
    Posts:
    12
    I'm getting the same issue, loading in about 4000 colliders in with an entity command buffer. I have the system running before the BuildPhysicsWorld too. It all loads fine but after about 10 frames the DebugStream is taking up to 5000ms!
     
  5. davies14

    davies14

    Joined:
    Mar 16, 2020
    Posts:
    4
    Any update/fix to this? I believe it may be related to the 'DebugStream' system not being correctly managed.

    https://forum.unity.com/threads/the...properly-when-the-system-is-destroyed.779810/
     
    Last edited: Feb 15, 2022