What is PhysX.FinalizeUpdateTask?

I’m seeing about 2-6ms being spent on PhysX.FinalizeUpdateTask and often see 2 instances of it show up in the Profiler. I’m not sure what this is so I’m having a difficult time performance tuning for it. There are a relatively large number of colliders and rigidbodies in my scene, but most are not interacting with anything and are well separated into Layers. And for colliders that are triggers, I’ve verified there’s not all that many (generally less than 20) in Physics.TriggerEnterExits that are triggering.

What exactly does PhysX.FinalizeUpdateTask do? I’ve checked nvidia’s source on github, but it wasn’t very revealing.

Unity 2019.4.29

Bumping this because I still haven’t found an answer. Is anyone able to offer any hints? Please… :slight_smile: