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Hey!
I'm having a strange performance problem with Physics.simulate, Normally I would just delete stuff from my scene during play until the bottleneck becomes appearent, but in this case even if i delete everything Physics.simulate stays up there...
It should be something I'm doing in script as a new empty scene doesn't have it, i don't know what i can possibly activate that could keep hammering the performace after deleting every object in the scene...
Anyone know what I could be missing? Or maybe a good way to find out what exactly is using physics.simulate? deep profiling shows nothing extra..
Thanks!
Answer by jonas-echterhoff · Oct 01, 2011 at 02:41 PM
When you delete everything from the scene, Physics.Simulate is still taking a lot of time? Maybe you have some script left which moves a static collider? That is always a big performance hit, and will show in the profiler as "Static Collider.Move", but the actual performance hit is in Physics.Simulate.
If you're on windows, you can use NVidia's profiling tools for more detailed profiling into PhysX.
Hey Thanks for the answer! I actually deleted everything, nothing left in the hierarchy... So thats strange. But I just "solved" my problem. $$anonymous$$y graphics manager script was disabled and so it left the fixed timestep settings on PC values giving a lot of overhead on iOS. Still strange to me that Physics.simulate costs 0.35ms on my machine when I deleted everything in the scene... and 0 to 0.04 in a clean scene..
I'll definitely look into the profiling tools though, sound quite usefull!
thanks again!