Hey guys,
I’m new in ecs physics 1,0 pre 44. I have perfomance issue in Narrow Phase, It took more than 20 ~30ms even I have only around 100~300 colliders on my game.
In my game, I use zone entity which has static body, raise trigger events, and using ITriggerEventsJob for conveying other colliders on zone to certain direction.
When I used before ecs physics 0,50 (for example 0.6), I didn’t have these kinds of problem.
So I wonder how to skip some in narrow phase. Cause I don’t need for example ContactPointPositions.
That does indeed sound excessive.
We are not observing such high time consumption in the narrow phase in our samples (see for example the planet gravity demo scene in the PhysicsSamples project).
Could you please provide us with a test project to reproduce this performance problem?