Hello, guys.
I’ve recently upgraded my project to Unity Physics package 0.50. after i converted, I’ve got huge performance drop (From 60 FPS to 20 FPS) and I found that inside FixedStepSimulationSystemGroup All system run multiple time in 1 frame moveover Even I deleted physics step GO which is converted to entity from scene, the unity physics is working.
My entities related to physics are about 500s.
Why is it happeing? Can you explain some reason that make BuildPhysicsWorldSystem work 5 times a frame?
If you upgraded from pre-0.5, i.e. you didn’t have FixedStep before, then what you see is by design. If an actual physics step takes longer than a defined FixedStep duration then it chokes on and FPS crashes.
If you don’t need fixed updates then simply World.DefaultGameObjectInjectionWorld.GetOrCreateSystem<FixedStepSimulationSystemGroup>().FixedRateManager = null;
Otherwise, I’d like to know the solution myself - how to cap the maximum rate but not the minimum, so spikes do not cause the missed updates to pile up.