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Question Physics.FetchResults perfromance spike when rigid bodies close to Camera

Discussion in 'Editor & General Support' started by KnewK, Sep 11, 2020.

  1. KnewK

    KnewK

    Joined:
    Sep 2, 2012
    Posts:
    19
    Hi,

    There are strange spikes in Physics.FetchResults CPU usage on Pixel 2 Android device when physics rigid bodies and box colliders are close to the camera.

    When the objects are far from the camera doing their thing, colliding and interacting, they run at around 60 to 30 FPS. When close to the camera doing the same colliding etc there is a sudden spike in the Physics CPU usage.



    Have scoured the web but nothing specific. Has anyone had similar issues on Android? Does anyone have any suggestions and/or workarounds.

    Thx,
    KnewK
     

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