Just discovered this weird reading while deep-profiling a surprising drop in performance:
356 calls to math.float3x3() should not take 7.72ms. Sure, some of the time is because I’m running the deep profiler, but the slowdown is real and present even when not profiling at all.
There are situations where I perform many more float4x4.TRS calls, and performance there is so bad that the editor stops responding (although it keeps running the game), so I can’t pause the game and screenshot the profiler to show how much time is spent in math.float3x3().
I’m running Unity 2019.4.1f1, using Burst version 1.2.3.

