Destroying large CustomCollider2D takes very long time
I made my own tilemap system with chunk loading which works very fast for loading/unloading the tiles (without collisions).
Now generating large CustomCollider2D components at runtime works very fast aswell (less than 10ms, they consist of ~1500 shapes). However, just destroying/disabling/clearing them takes 100-300ms. Am I right with my assumption that this is caused by the physics engine? And is there any way of simply getting rid of such a huge collider more quickly?
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