Can ExportPhysicsWorld be multithreaded?

We have a big subscene with lots of static colliders. Nothing is going on yet but ExportPhysicsWorld already eats up 4-5ms.
8891037--1215795--upload_2023-3-21_10-7-42.png
Can it be run multithreaded?

In comparison, the non DOTS physics parts runs really well:
8891037--1215804--upload_2023-3-21_10-10-25.png

8891037--1215795--upload_2023-3-21_10-7-42.png
8891037--1215795--upload_2023-3-21_10-7-42.png

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).

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