Terrain - kinetic rigidbodies collision performance issue on Unity2019.1 on Android

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.

Anyone? It still happens. I also submitted a bug report, but QA never replied for more than a month…

I’ve been experiencing some rare but crippling lag spikes in my game. I’m still not sure what causes them, but they also seem to be caused by that PhysX method:

This isn’t on Android, just Windows in the editor!

I´m having this issue now, can´t seem to figure out what the cause is, getting the same line in the profiler as you with a massive spike when my felled tree (mesh Collider) rolls along the terrain.

— Update —

Changing from Convex Mesh collider to capsule collider makes a huge difference it seems.