Since upgrading to 1.0 i am having trouble with Havok, it causes constant lag spikes even on empty worlds.
Unity Physics runs fine, is there anything that i am missing?
my other systems it seems to hang on are not doing anything
Just this (but there are no entities to run it on)
Entities.WithoutBurst().ForEach((Entity entity, ref ECSCollisionComponentData collision, in PhysicsVelocity velocity, in LocalTransform translation) =>
Yeah that is definitely unusual.
Would you mind providing us with your project so that we can reproduce this? I assume it’s not just a default, empty project but you have some systems in there that might be running here which could somehow be related to this slowdown.
I tried reproducing in an empty project and the issue you are describing did not reproduce.
Havok seems to have problem with every system i have in the physics groups, even if they are bursted. I commend out 1 system as a test and it then it finds another one to hang one.
This will limit number of job worker threads on the app level. Reducing the number of job worker threads just for Havok requires editing Havok Physics package which is more cumbersome process.
Unity.Jobs.LowLevel.Unsafe.JobsUtility.JobWorkerCount = 7;
works on my computer but what about other computers? whats the best way to write this? and obviously this is not an ideal solution… neither is disabling multithreading
I have 6 cores and 12 threads
my default JobsUtility.JobWorkerCount was 11
@argibaltzi : We totally agree that this is not ideal. This suggestion serves just as a temporary workaround to unblock you immediately. We have filed a ticket for this issue internally and are working on a solution.
Once we have a better understanding of the timeline for the fix, we will report back to you. Stay tuned!