I have no use of physics in my scene. No rigidbodies, no animations, I don’t even have any colliders…
But I watch my scene in the profiler and it says that Physics.Simulate can take up 30% of my cycles at times… Whats going on here?
I have no use of physics in my scene. No rigidbodies, no animations, I don’t even have any colliders…
But I watch my scene in the profiler and it says that Physics.Simulate can take up 30% of my cycles at times… Whats going on here?
bump?
The physics loop is still running even if you don’t have any physically modelled objects. Do you perhaps have a very empty or static / low poly scene so that the physics overhead is proportionally large until you add more geometry? What’s the profiler output (millisecond measurements, not per cent)?
Eric suggested in a thread a few weeks back, a method of “turning off” physics. I’m not going to pretend to remember though the actual method as I’ll probably be wrong.
The method was to set the fixed timestep to 10 (the highest it will go). That way the physics loop only runs once every 10 seconds.
–Eric