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Fixed in 5.0.1

Votes

1

Found in

5.0.0f3

Issue ID

675563

Regression

No

[PhysX]Huge physics spikes in Profiler on some Android devices

Android

-

Profiler shows Physics spikes on some Android devices every several seconds

Comments (31)

  1. C564b4ea02ee73ac287398f2374409df?d=mm

    jeffreyf

    Sep 16, 2016 13:12

    Happens in Editor for 5.3.p2. Should we submit a new bug to try and get this re-opened?

  2. E332ce86195de09993b9cfd68255e78e?d=mm

    Nehrk

    Jul 28, 2016 15:49

    Unity 5.3.5f1
    11 colliders, 1 Rigidbody. 78 ms. Empty Scene. Fixed?))

  3. 9ad5907a22203cabe3c0a0af941f0ec6?d=mm

    UmairEm

    Jul 27, 2016 14:58

    Still facing this issue in v. 5.3.3 f1

  4. Db0568ef4f1b599323fc7a9e07a1ed86?d=mm

    sunxdc15

    Jul 21, 2016 08:05

    not fixed!! still happens in 5.3.4p4 on Android devices

  5. E267c20c6f6ca35ad77e987fa4d8fac0?d=mm

    BAnyBudde

    Jun 13, 2016 14:08

    Is someone from Unity going to reply to this issue, I have this issue in 5.3.4f1 and it's KILLING my framerate!

  6. D63d8f67279cda8da60b900caccac53c?d=mm

    lfzuo

    Apr 26, 2016 06:02

    I fix my problem.There is a thread running without Thread.Sleep.You can check your codeļ¼Œ
    May be helpful

  7. 525086ade71218157b3e041c48d70675?d=mm

    Rickywild

    Mar 21, 2016 16:00

    I've put a post up about this here http://answers.unity3d.com/questions/1157658/huge-physics-spikes-in-empty-scene-and-populated-s.html

    I can't continue with development until this is fixed. It happens with an empty scene, i really hope this is addressed soon :(

  8. 402ef54b5180d7fde2a4956bcd5f7f6b?d=mm

    TimNick151297

    Mar 12, 2016 16:24

    Seems that some postprocessing effects cause this issue - no clue, why. Disabling volumetric lighting solved this issue for me.

  9. 402ef54b5180d7fde2a4956bcd5f7f6b?d=mm

    TimNick151297

    Mar 12, 2016 16:16

    I'm still experiencing this issue in 5.3.0f4, too.

  10. 92ad623185ed115d0828ba29d791b8a1?d=mm

    LaserWzzrd

    Mar 10, 2016 05:23

    180ms spikes in physics.processing. Game runs @ 100fps otherwise. Nothing complex going on in the scene at all - 2 active RBs and 93 static colliders. Turned solver iterations down to 1. This kills the experience, random long freezes occurring every few seconds. This along with the "5/11 clustering" issues means I'm forced to revert to unity 4 to finish the project.

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