We have several hundred small, simple meshes in game and we rotate the bounding volume to allow player to view the scene from all directions without disturbing the physics, and it seems that doing so causes insane lag spikes.
From our investigation we discovered that a big contributor to dips in performance could be PolySpatialUnityTracker.TrackObjectChanges.
I assume that’s because of recalculations needed to render object in new positions. Some of the objects are actually invisible and not intended for interaction with player, is there a way to stop being processed? Description of ‘Ignored Objects Layer Mask’ seems to indicate that it should do so, but we saw no noticeable improvement in bounding volume rotation performance.