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Feature Request
Under Consideration for 2021.3.X, 2022.3.X, 2023.1.X, 2023.2.X, 2023.3.X
Votes
0
Found in
2021.3.26f1
2022.3.0f1
2023.1.0b16
2023.2.0a18
2023.3.0a3
Issue ID
UUM-37408
Regression
No
Physics applied to Rigidbody is not fully disabled when setting the Rigidbody to Kinematic
How to reproduce:
1. Open the user-attached project “RigidbodyKinematicCPUTime”
2. Open the “SampleScene” scene
3. Open the Profiler by clicking Window → Analysis → Profiler
4. Enter the Play Mode
5. Observe the Physics processes under the CPU Usage field in the Profiler
Expected result: All Physics processes are not CPU heavy and are taking less than 1 ms
Actual result: Some Physics processes are loading the CPU and taking more than 30 ms
Reproducible with: 2021.3.26f1, 2022.3.0f1, 2023.1.0b16, 2023.2.0a18
Reproducible on: Windows 11 Pro
Note: Also reproducible in the Player
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Resolution Note:
Hello!
We've logged this issue as a feature request, currently Rigidbody does not support enabling and disabling via script, unless the whole GameObject is disabled.
Another thing to clarify is that turning a Rigidbody component kinematic does not mean, it does not participate in the simulation step. Kinematic for rigids simply refers to the object being immovable (infinite mass). At the moment a limitation of our integration with PhysX is that we keep reading back the position and rotation of such bodies each simulation step.