Hi I’ve run into a confusing problem.
Just set up a new model in my game and for some unknown reason they make the physics system has takes forever to process (200ish ms according to the profiler) when the new object is present.
The reason its confusing is that for the purpose of physics the object is only a rigid body and a mesh collider.
Through experimenting I found that neither of these were the problem, the problem is in fact an array of objects that are a child of the main object which are just mesh renderers [~200 gameObjects rendering only 1 of 4 different meshes so lots of batching] and some custom scripts. All of this should have nothing to do with the physics simulation since they don’t have any colliders.
I’m completely lost on why this is happening so any help would be appreciated.
Then your script which contains a list of AIStatsList will allow full editing, or is that not the case?
– kruskal21