PhysX stuff taking up cpu time in profiler even though no rigidbodies/colliders in scene? (U5b18)

so, I have a scene with no colliders or rigidbodies - I’m moving a lot of gameobjects about - thbute physics and physics 2d profilers shows nothing (0 in quantities of all objects), but its cpu usage is pretty high. Using the U5.0.0b18 beta. Any thoughts what it might be about, or how I might look into it further?


this is a pretty mature project, I don’t know if it’s a U5 only bug or not - I can’t easily back-port it. Hope this is the right forum :slight_smile:

(the top function getting called there, that’s cut off is
PhysX.Sc::Scene::collideStep )

(this isn’t a serious bug for me, it only happens during certain simulations, but I’m curious about it nonetheless!)

If you can report this via bug reporter, I’m sure the team would love to see it.

The project’s several gb, so I’m not sure I have the time to upload it all, given that it’s not super important : (

Try make a simple repro scene/project and send it through.