Hi! I used Profiler to find reason of low FPS in my game. And I seen that about 90-99% of CPU Usage is in Physics (in some moments).
Some more statistics:
- Active Rigidbodies: 870-930
- Sleep Rigidbodies (Sleep Velocity - 0.15): about 30
- Number of contacts: about 3K
- Static Colliders: about 200
- Dynamic Colliders: about 1K
I know that there’re a lot of rigidbodies and a lot of collisions in this game, but I can’t remove any rigidbody or subtract the number of collisions. I use ONLY Box Colliders, there aren’t any mesh colliders in my game.
I hope you can help me…
Do some changes in timstep goto edit > project settings > time
Set Fixed TimeStep to 0.01 in Time Manager.
and also change solver iteration count from 7 to 1 in physics setting.
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check your objects delete non-sleeping rigid bodies if they don’t needed.
Do you need all those rigidbodies active all the time? I mean you have them in the screen affecting the player?
Did you try tweaking the collision layers and the solver iteration counter?
Kiwasi
4
Without knowing the details of your game I’m not sure if this will work, but in some cases combining multiple box colliders into a single mesh collider can be more effective. This is how Mine Craft works. It doesn’t have thousands of cubes with colliders, it has a single mesh collider that gets updated every time a cube is moved.