Unity ECS performance is very low when there are many physics collisions

Looks like you’re creating a new collider every time you want to change the collision filter. (It’s a bit unfortunate that the collision filter is stored in the collider blob asset, hopefully this improves in the future.)

Instead of instantiating the colliders you can try forcing them to be unique so they’re baked separately:

Now you should be able to modify the collision filter directly without copying the blob asset:

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