What is the ‘normal’ maximum number of agents with ICollisionEvetns job and physics turned on to be working In 60+ fps ? I get 10-20K agents with capsule collider working but the simulation slows down on collision event job. What results are you getting ? Is it expected to be more ?
10k agents may be average pick performance, with Unity solution.
Physics need to carry on many things.
But this one of the reason in recent project I work on, we doesn’t use Unity physics, nor rendering. It was too slow, for our RTS project. Saying that, not like we need really a physics in RTS, but there are potentially useful methods.