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Why does rotating a camera with a rigid body cause the GPU extra work?
I was struggling with frame rate for a particular Android mobile based VR game and found the following;
If I spin a camera at uniform speed using Update() and Transform.rotate, the view of the static scene travels past the camera smoothly. If I spin the camera by attaching it to a rigid body and adding a torque force with zero drag, the frame rate slows when the view passes heavily textured objects.
Google have a "profiler" style tool for Google Daydream which reports "blocked frames". This is when the App asks for a new frame, but the GPU can't provide it because it is still busy with the previous frame. When the camera is spun with Transform, there are no blocked frames. When it is spun with a rigid body, it blocks up to 50% of frames but only when heavily textured objects pass by.
Why would changing how the camera spins affect how well the GPU can process a scene? I was wondering if RigidBodys cause double rendering with the physics time-step or something?
DC
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