CharacterController.Move becomes really slow after I move seperate colliders

My game generates roads by randomly placing large pieces of road geometry (with a static collider attached) on the ground as the player drives through the world. The roads it places all exist and the only thing that happens is their position is updated.

Everytime the position is set on one of these charactercontroller.move has a VERY slow call right afterwards, it takes up something like 70% of the CPU while normally it’s taking ~10%

Any ideas how I can improve performance here?

If you are directly manipulating the
Transform component of your object but
still want physics, attach a Rigidbody
and make it Kinematic.