Does anyone experiencing performance issue regarding collision between Terrain and kinetic rigidbodies on Android?
My project uses a terrain (relatively small size… about 50x50) with default physics settings, and quite few kinetic rigidbodies (less than 10 primitive or convex mesh colliders, and 8 wheel colliders for 2 cars).
It runs fine on the standalone, but once built on Android, the app hiccups when the collisions occur.
Profiler shows that PhysX.PxsContext.contactManagerDiscreteUpdate causes the performance issue.
It doesn’t happen when static colliders and kinetic colliders are interacting. Only happens with a terrain.
My project uses Unity2019.1.1f1. Didn’t tested with other versions of Unity yet.