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Fixed in 5.3.5



Found in


Issue ID




Physics2D.ColliderCleanup takes progressively longer each time until scene is reopened



Steps to reproduce:

1. Open attached project
2. Open scene "repro"
3. In hierarchy, select "GameObject"
4. Notice that it has "Edge Collider Points Bug" component attached
5. Open Context Menu for that component
6. Click "CheckSetPointsTime"
7. In console, notice the time it took to re-assign points of EdgeCollider2D
8. Repeat steps 5-7 and notice that each time it takes longer for points to be re-asigned

Additional steps:
9. Reopen "repro" scene
10. Do steps 3-7 and notice that time it took to re-assing points is reset

Note: Profiler shows that Physics2D.ColliderCleanup takes more time on each CheckSetPointsTime call

Reproduced with: 5.2.4f1, 5.3.3p3, 5.4.0b9

Comments (1)

  1. scabnog

    May 09, 2016 00:41

    I'm seeing this issue in the beta for Unity 5.4.0B17. I am encountering enormous hitches when deleting scenes, as a result of calls to Physics2D.ColliderCleanup when destroying objects.

    Each call to Physics2D.ColliderCleanup gets progressively expensive, until the last call takes 70ms to cleanup a single object.

    Would you please clarify that this fix is actually in the beta? If it is then I will have to file this is a new bug as it's completely breaking my ability to seamlessly stream out scenes, since it causes my game to lock up for several seconds Thank you.

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