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Terrain.Heightmap.RenderStep3 taking 90 % of CPU. Why ?
Has anyone same problem ?
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I am having this same issue. This only began after I started having my terrains loaded in dynamically based on player position. Did you ever discover a fix?
Answer by x70x · Aug 20, 2014 at 04:24 AM
Okay. I may have found a fix for this. In my case where I was loading in terrains dynamically I needed to make sure they were not set to Static in the inspector. Not sure if that is the same problem you were having, but hopefully it helps someone.
Answer by Meceka · Feb 15, 2015 at 01:41 PM
I had the same problem with dynamically loaded terrains. Making terrain material to null worked for me. CPU cost of terrain reduced to about 1/3. I've sent a bug report. I hope this helps someone.
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