Search Issue Tracker
Fixed in 2018.3.X
Votes
6
Found in
5.3.2f1
Issue ID
775539
Regression
No
Destroying trigger colliders takes longer than without trigger
Reproduction steps:
1. Open the attached project
2. Open scene "scene"
3. Play
(use the GUI for the steps below)
4. Choose the amount of objects, spawn them and then destroy them
5. Notice the console output
6. Now select the flag "Create triggers?" and repeat step 4
7. Notice the editor freeze and console output
Expected result: Time destroying objects with colliders that are with and without "Is trigger" flag checked should be about the same.
Actual result: Destroying objects with trigger colliders takes significantly more time than destroying objects with simple colliders.
Test results: destroying 4000 trigger colliders takes 2100ms while destroying same amount of simple colliders takes 400ms
Reproduced on: 5.2.4f1, 5.3.3p2, 5.4.0b8
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Mobile] Only second base Camera out of two base Cameras with priority 1 and -1 is rendered in the Player
- Highlighter.Highlight does not find window when using class name as window title
- Highlighter.Highlight highlights a different component when multiple components have the same property path
- Highlighter.Highlight does not find elements in an array or list when the array or list is collapsed
- [URP][NRP] RenderPass, BeginSubPass, and EndRenderPass errors are thrown when Native RenderPass is enabled
Evaldas_Unity
Oct 10, 2018 05:06
@BUNNYPRODUCTION, Should be fixed in 2018.3 betas and up.
BunnyProductions
Oct 10, 2018 00:58
mine is still broken............................