Search Issue Tracker
Fixed in Unity 2018.3
Destroying trigger colliders takes longer than without trigger
1. Open the attached project
2. Open scene "scene"
(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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Windows High DPI scaling breaks Graphics.DrawTexture
- Particle system billboard particles are invisible when specific "3D Start Rotation" with "Random Between 2 Constants" is applied
- Preview Camera has wrong CameraType when Camera preview is present on Scene View
- Scaling the box in Events Example of ExtOSC plugin causes Unity to crash
- [HDRP] The Game Object is invisible in the Scene and Shader Graph prieview when the Transform node set World to Object position