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Frame drop due to Physic2D.SyncColliderTransformChanges in profiler
I am creating a game which has lot of 2d shapes(polygon) rotating. I attached a single script to each of the shape to rotate. I applied polygon collider to all of them. Now when I build the game and tried using it in android, it is dropping FPS. I came back to unity and tested it on profiler and found that the spikes are due to Physic2D.SyncColliderTransformChanges (~30%) under physics2d.simulate (~41%). Is it because of the tranform.rotation applied on all the shapes or the polygon collider? I am attaching the screenshot of the profiler with deep profiling.
Please help
Answer by shakti_patra · Jun 05, 2018 at 04:58 PM
Thank you community for all your answers.. it shows how smart you all are.. I found the solution my self. I had too many game objects working in the scene with polygon colliders attached to them which was dropping the frame rate. I deactivated all of them and made them activate on if condition and the issue was gone!!!!
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