Hi,
I’ve got a very simple scene with just a cube moving around, nothing fancy.
The only thing I do is basic movement for a cube:
Entities
.ForEach((ref PhysicsVelocity velocity, in MoveIntent moveIntent, in MaxSpeed maxSpeed) =>
{
velocity.Linear = moveIntent.Direction.xy_() * maxSpeed.Value;
})
.ScheduleParallel();
Most of the time, everything is fine, physics run in 2-3 ms. Occasionally (every 1-3 seconds), however, I will get huge spikes of in either ~100 ms in BuildPhysicsWorld or ~50 ms in StepPhysicsWorld.
I’ve got burst enabled and enabled synchronous compilation.
Am I doing something wrong? Or is this really not at all ready to be used?
EDIT: I’m using Unity.Physics 0.3.2