Hi,
please take a look at the following profiler output:
iPhone Unity internal profiler stats:
cpu-player> min: 89.0 max: 104.0 avg: 99.1
cpu-ogles-drv> min: 4.3 max: 6.7 avg: 5.2
cpu-present> min: 1.2 max: 3.0 avg: 1.4
frametime> min: 98.5 max: 124.4 avg: 112.7
draw-call #> min: 29 max: 34 avg: 31 | batched: 5
tris #> min: 6810 max: 7376 avg: 7143 | batched: 206
verts #> min: 3659 max: 4015 avg: 3864 | batched: 131
player-detail> physx: 78.8 animation: 0.0 culling 2.0 skinning: 1.9 batching: 0.1 render: 10.2 fixed-update-count: 5 .. 6
mono-scripts> update: 4.6 fixedUpdate: 0.0 coroutines: 0.2
mono-memory> used heap: 1261568 allocated heap: 1650688 max number of collections: 0 collection total duration: 0.0
As you can see the most time is spent for physic calculations. To much time…I’m getting around 10fps (2gen iPod) with a 4k vert. scene.
I have a scene with a lot of objects, but most of them are not visible. As it seems the non-visible objects are still part of the Physx pipeline, so I thought…ok…lets set these objects to “active=false” for avoiding physic calculations. No luck, still the same result.
Is there a way to “hide” 3d objects from the physx engine? Simply deactivating the colliders wont work as well. I have no idea…
Thanks in advance!
Axel