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Terrain - kinetic rigidbodies collision performance issue on Unity2019.1 on Android

Discussion in 'Physics' started by NGC6543, May 10, 2019.

  1. NGC6543

    NGC6543

    Joined:
    Jun 3, 2015
    Posts:
    193
    Does anyone experiencing performance issue regarding collision between Terrain and kinetic rigidbodies on Android?

    My project uses a terrain (relatively small size.. about 50x50) with default physics settings, and quite few kinetic rigidbodies (less than 10 primitive or convex mesh colliders, and 8 wheel colliders for 2 cars).

    It runs fine on the standalone, but once built on Android, the app hiccups when the collisions occur.
    Profiler shows that PhysX.PxsContext.contactManagerDiscreteUpdate causes the performance issue.
    It doesn't happen when static colliders and kinetic colliders are interacting. Only happens with a terrain.

    My project uses Unity2019.1.1f1. Didn't tested with other versions of Unity yet.
     
  2. NGC6543

    NGC6543

    Joined:
    Jun 3, 2015
    Posts:
    193
    Anyone? It still happens. I also submitted a bug report, but QA never replied for more than a month...
     
  3. adamgryu

    adamgryu

    Joined:
    Mar 1, 2014
    Posts:
    63
    I've been experiencing some rare but crippling lag spikes in my game. I'm still not sure what causes them, but they also seem to be caused by that PhysX method:

    upload_2019-7-2_12-44-47.png

    This isn't on Android, just Windows in the editor!