Physics Problem

Hi!
There’s a bug in the project I’m currently working on:
each time when I start the game, after a couple of minutes the game starts lagging extremely…
The profiler (see screenshot) says it’s a problem with physics…
I have two levels. In both of them I use A* pathfinding (the first is on terrain and the second is on a navmesh) but I only get this glitch on the terrain level…
Any help would be much appreciated…
PS if you need more info, just ask…))))

Screenshot:

is the terrain altered dynamically?
also how is the pathing done on the terrain level, how are the data generated etc

-no it’s not altered dynamicly, but it’s a procedurally generated terrain…
-this is how it’s generated:
the pathfinder forms a grin on the terrain (screenshot)
and finds the shortest route from a seeker (which has a character controller) to a target.

the Seeker from A* path finding shouldn’t cause physics trouble especially if you use the capsule one. Yet it naturally will cause the physics.simulate take quite a bit of time to do all the path finding as it physically moves around the capsule to see where it can pass

did you check if the problem also exists on the built player?

yes, the problem still occurs both on standalone windows and the web player…

ps Thanks for your quick replies))))))

ok, I have no idea what this means, but it works perfectly as long as seeker’s on uneven terrain or flat navmesh but as soon as the seeker steps onto flat terrain, this bug appears…

the glitch has disappeared!!!
all hail Unity that shalt be king hereafter!