Work In Progress: Game Project, FPS, Destructible Environment/Buildings

I have been messing around with Unity, seeing how far I could push its limits and well, I came up with an idea for a game. I do not have a story but I have a generalization of the environments. I am working with fracture assets in Unity to make destructible walls, windows, basically everything. I am putting together a demo level that will showcase the destructibility of the environment. The demo will be of a run down 4 star hotel, it will consist of destructible pillars, walls, floors, just about everything.

There is one issue I am running into though. There is a major fps drop whenever I fracture one object. I understand I might have too many colliders in one scene and I am trying to optimize the scene so I can pin point the issue.

Any feedback is welcomed! Thanks ahead of time.

Have you checked your profiler? I’d wonder if it’s the number of colliders (the physics engine can handle a LOT of colliders), or the CPU load for the fracturing algorithm itself.

I am trying to make the rigidbodies deactivate a few seconds after the prefab fractures, but I cannot figure out how to do that. I am using Fracture - Lite from the asset store and when the prefab fracures each shard has a rigidbody. I have tried using layers but that did not work either. I have been stuck on this issue for a few days now and I cannot find a solution.

I fixed it, the materials for the glass were Transparent/Bumped Specular and I just changed it to Transparent/Diffuse and it fixed the fps issue!!