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Question by CodeCracked · Jan 29, 2019 at 02:12 AM · physics2dtilemaplag

Physics2D.TilemapColliderPreparePaths Lag Spike

In my game, large tilemaps are being moved via rigidbody forces. As the tilemaps got bigger, the game began to suffer from very large lag spikes. The profiler shows that 97% is being taken by Physics2D.CreateShapes > Physics2D.TilemapColliderPreparePaths. Is this a limitation of Unity, or am I doing something wrong? I have checked my code, and I don't believe I am moving the rigidbodies via transform.position anywhere. alt text

profiler.png (98.0 kB)
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Answer by CodeCracked · Feb 01, 2019 at 04:58 AM

I was able to find a fix. For some reason, there is no way (that I found) to fix this lag, Unity's tilemap colliders aren't designed to move. Instead, I have an object that contains either a box collider or a polygon collider for each tile, which then uses a composite collider for the final hitbox. This works really well, with no noticeable Physics2D calculations in the profiler.

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