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Animator causes HUGE physics.processing cause framerate drop from 120fps to 4fps
hello guys , i'm using unity 5.6.0f3 , i don't know whats wrong , i'm making a 3rd person Android game , game runs normaly when there is only my rigibody player character (skined mesh) on the viewport , but when i add another character (or copy my player ) to the scene or make it active , the phisics processsing becomes CRAZY and drops my game into 4 fps , it runs on 4fps on my i5 laptop in unity editor , and its kind of freezed on android device
PS: - my 2 skined mesh characters have 6k verts each - i have 40 batches , 25 set pass calls , scene tries: 45.0k ,scene verts: 67k, shadow casters: 0, visible skinedmesh : 2
the picture bellow shows physics processing when 2 skined mesh on the scene and visible to camera http://imgur.com/a/0Ny86
EDIT: i figured out something , both characters have same Animator , its the one responsible for that huge physics processing , look here when animator disabled vs enabled http://imgur.com/a/bTvOT
What's taking all the time in that Physics.Processing entry?
how to know this ? (i'm a beginner) , it shows thats "physics.processing" takes 85%
Answer by Jeysam1 · Jul 16, 2017 at 10:56 PM
the problem wasn't related to the animator , i have so many stairs on my scene , with mesh collider on them , the mesh collider was the problem , but still wondering desabling the animator was able to fix it lol
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