I have a scene where there are a large number of objects bouncing off of each other. It’s running on very powerful eight-core computers. And it works fine until textures are applied. But then, on most computers I try it on (all of the same Windows 7 64 bit eight-core model), gravity stops working for several seconds and then starts again. We tried changing settings in the physics manager, but it didn’t seem to do anything. My guess is that Unity is trying to save resources. Even though Task Manager says the CPUs are far from overloaded, the problem is worse when another high-resource program is used at the same time, such as a screen-capture program. Does anyone have an idea of how to fix this?
The problem was with the colliders. The colliders we used were capsule colliders, which turned out to be very buggy. Switching to sphere colliders fixed the problem.