The Profiler in Unity 2017.2.0b6 shows a significant cost for “Physics2D”, even when no Physics2D features are used. This issue occurs in a build and editor. This issue does not seem to exist in Unity 2017.1.0p1.
I noticed this in my actual project, where I don’t use any Physics2D features, but Physics2D often peaked to more than 2ms in the Profiler. I was able to reproduce this issue in a simple project by just rotating a few Rigidbodies.
Observe Physics2D comes with a significant cost. The provided example spends about 1ms in Physics2D. The cost is directly related to the number of Rigidbodies.
Expected
Physics2D costs 0 ms, if no Physics2D features are used.
Yup, that’s how they roll now.
A few releases back you would have gotten $100 in asset store credit. I did and used it all, it was useful.
A few weeks back I received an email thanking me for my contribution in the beta, offering me 2 beta tshirts. Since the design is meh and I am not one to wear brands, I played a prank on a friend. He hates Unity with a passion, I had unity send those tshirts to him
In XXL
I actually think it’s a nice gesture and I appreciate that. However, I did spend so much time submitting high-quality bugs reports over the last years, that I believe a life-time Unity license should be the least what Unity Technologies should offer me.
I think they will do that eventually, when they realize that the cost of sifting through crappy bug reports is more than the “non gain” of giving a year of pro license to ace bug reporters.
Right now, we let them enjoying free community labor.