We have a big subscene with lots of static colliders. Nothing is going on yet but ExportPhysicsWorld already eats up 4-5ms.
Can it be run multithreaded?
In comparison, the non DOTS physics parts runs really well:
We have a big subscene with lots of static colliders. Nothing is going on yet but ExportPhysicsWorld already eats up 4-5ms.
Can it be run multithreaded?
In comparison, the non DOTS physics parts runs really well:
The check collider integrity job is only running in the editor or if you force it on in a player build. This time consumption will completely disappear in a player build.
You can disable it in the editor if required via the extra Edit → Preferences menu (see at the bottom in Edit).