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Question PhysX.FinalizeUpdateTask taking 6ms

Discussion in 'Physics' started by RubberBandGames, Dec 7, 2020.

  1. RubberBandGames

    RubberBandGames

    Joined:
    Jul 20, 2020
    Posts:
    170
    Hi,

    I'm not sure why PhysX.FinalizeUpdateTask is taking 6ms,

    Does anyone know what FinalizeUpdateTask does? As all our rigidbodies are sleeping

    Thanks
     
    cassius likes this.
  2. cassius

    cassius

    Joined:
    Aug 5, 2012
    Posts:
    125
    Just shy of 3ms for me, but nearly no physics happening in my case. Seems excessively high.
     
  3. tristedw

    tristedw

    Joined:
    Nov 24, 2019
    Posts:
    2
    In my case, it's at 45ms causing an unplayable game, any ideas on the cause?
     
  4. RubberBandGames

    RubberBandGames

    Joined:
    Jul 20, 2020
    Posts:
    170
    Anyone know what's going on?
     
  5. LoneDev6

    LoneDev6

    Joined:
    May 22, 2013
    Posts:
    20
    Same issue here.
    upload_2021-7-19_19-22-14.png
     
  6. arkano22

    arkano22

    Joined:
    Sep 20, 2012
    Posts:
    1,929
    Look at the "calls" column in the profiler, for FixedUpdate.PhysicsFixedUpdate. If it's larger than 1, death spiraling might be to blame. Very roughly that means your physics workload is too heavy to keep it up with rendering, so Unity tries to perform more than 1 update per frame getting caught in a downwards performance spiral.

    If so, increasing your fixed timestep or reducing your max fixed timestep (both found in Unity's Time settings) will help.
     
  7. LoneDev6

    LoneDev6

    Joined:
    May 22, 2013
    Posts:
    20
    This seems to have made a big difference, thanks!
    upload_2021-7-28_15-16-9.png

    Before it was like this:
    upload_2021-7-28_15-17-9.png