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Question by SwiftIllusion · Nov 05, 2013 at 04:18 AM · collisionphysicsobjectlagspike

Physics lag spikes when object below certain height

Hello, I've been trying to solve a frustrating issue with physics lag spikes I've been having. I've searched everywhere and tried all the various suggestions, converted my collision mesh to boxes, etc. However I still had major lag (down to 5fps from 60fps immediately) when any of the objects were falling. Now when moving the object up in the editor to have it fall and check the lag, I discovered that it was completely smooth until it reached a height of 33.5... It isn't colliding into anything, there's no triggers that it is interacting with at that height, there is absolutely no reason for this spike lag. I would greatly appreciate any help I could find with this issue as I haven't found any similar cases after searching.

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avatar image xt-xylophone · Nov 06, 2013 at 02:35 AM 0
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How many rigid bodies do you have in the scene?

avatar image trs9556 · Nov 06, 2013 at 02:49 AM 0
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If you turn the Camera off do you still get this spike?

avatar image Starwalker · Nov 06, 2013 at 02:53 AM 0
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Export everything you have as a package, and re-import it into a new scene.. if the scene is corrupt, that might be the issue.. less likely but just a shot in the dark.

avatar image SwiftIllusion · Nov 06, 2013 at 03:18 AM 0
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@xt.xylophone About 50, however all the objects are basically square so there isn't a large amount of polygons, and a few days ago this was working without any lag. Also when there aren't any objects falling there's no lag, however after further testing when I move my scene to start at -50 y, even when there are no objects falling anymore it continues to lag.

@trs9556 Yes even with the camera off there are lag spikes caused.

@Starwalker Will try that and let you know the results as soon as I'm done.


Additional notes if this helps at all.

This is a video recording from when it had been working http://www.youtube.com/watch?v=Ej49aOisUhE

When I spawned multiple buildings even collapsing just one started causing lag, so I tried adjusting time settings and solver iteration down in physics as well as changing the colliders to boxes ins$$anonymous$$d of mesh.

Thank you very much for your responses so far.

avatar image trs9556 · Nov 06, 2013 at 03:26 AM 0
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If this was working then obviously something else is causing this problem. Have you recently added any scripts or code in a script used? Perhaps you do have a corrupt scene. Can you easily create a new project and rebuilt everything to see if the problem continues?

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