Search Issue Tracker
By Design
Votes
0
Found in
5.6.1p2
Issue ID
922201
Regression
Yes
Physics.Processing and Director.ProcessFrame causing degraded performance
How to reproduce:
1. Open attached project
2. Open scene test.unity
3. Open the Profiler window
4. Play the scene
- Note how the frame time in Physics increases while the object "anim_grp" is moving
- When it stops moving, the frame time also resets
- Reproduced with 5.6.0b2 (5d236ef0678a), 2017.1.0f1 (4d7fe18a2f34)
- Not reproducible with 5.6.0b1 (d37b23d9dfff), 2017.2.0a4 (fefbe8dde68f), 5.4.3p1 (00292ff31167), 5.5.4p1 (ef963c7eb035)
There was a bug prior to 5.6 where animated object's physics was not applied properly. This bug is fixed in 5.6 and now object are not teleported anymore.
However in this case, as explained by Anthony Yakovlev
-> to me it seems that there was a lag introduced (possibly by writing to physx more often), and then we ended the famous physics spiral of death where we have to call multiple physics simulations per frame to catch up with the wallclock time
-> in the upper screenshot they have physics.processing invoked 7 times
The good news is that in 2017.2 the issue disappears because of the way physics is handled. Unfortunately we cannot backport those changes.
Comments (1)
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
kantagara
Apr 23, 2018 11:19
I still get DIRECTOR.PROCESSFRAME which causes a large issue in my profiler, I'm using Unity 2017.3