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Fixed in 2018.2.X

Fixed in 2018.1.X

Votes

6

Found in

2018.1.0a7

2018.1.0b1

Issue ID

983582

Regression

Yes

Random spikes in CPU usage in runtime caused by Physics.Processing

Physics

-

Steps to reproduce:
1. Open attached “PerformanceIssue.zip” Unity project
2. Open scene “Main”
3. Enter Play mode
4. Open Window->Profiler

Expected results:
Smooth performance with no unexpected spikes in CPU usage
Actual results:
Physics.Processing CPU usage spikes at random moments

Reproduced in: 2018.2.0a1, 2018.1.0b2, 2018.1.0a7
Didn’t reproduce in 2018.1.0a6, 2017.3.0p1
Regression introduced in: 2018.1.0a7

Fixed in: 2018.2.0a6, 2018.1.0b13

Comments (34)

  1. Hypnotoad0

    May 20, 2020 10:46

    I'm getting this in 2020.1.0b2

  2. chadfranklin47

    May 08, 2020 00:22

    Still getting this issue in 2019.3.11 :(

  3. ashishverma

    Feb 10, 2020 06:30

    I am still facing this issue in 2018.4.15 Please let me know in which version it is fixed.

  4. xTyler73

    Nov 11, 2019 20:01

    I get the issue in 2019.2.11 when a large collider is colliding with a terrain collider. Even a simple cube scaled to 100 colliding with a terrain collider component causes my scene to go down to 10 fps until the rigidbody stops moving and sleeps. When the same large cube collides with another primitive or mesh collider, I remain above 300 fps.

  5. jashan

    Oct 11, 2019 22:01

    Ooops, turns out that *somehow*, my Fixed Timestep had been set to a ridiculous value.

  6. jashan

    Oct 11, 2019 13:56

    I'm seeing something that seems to be this same issue, or at least similar symptoms: I have a scene in Unity 2019.1.14f1, and it does not have any physics objects (Colliders or Rigidbodies). Now, when I add a single object with two Rigidbodies with a Collider, I get 400 calls to "Physics.Processing" *each frame*, that add up to about 80ms.

    In the Physics profiler, it shows Rigidbody: 2. Zero active dynamic, zero active kinematic, zero static colliders. Everything zero, except those two Rigidbodies.

    Without any physics objects, I get a decent frame time of roughly 6ms. Adding just a single object causes that scene to no longer be playable in VR.

  7. autumn_737

    Sep 03, 2019 00:18

    Spikes present in Unity 2018.4.8.f1

  8. laeusnb

    Aug 16, 2019 23:21

    Issue is back on Win10 standalone builds on 2018.4.2f1. Maybe something to do with deleting game objects with rigid bodies.

  9. skirners1

    Jul 29, 2019 07:42

    It seems like the issue is back in 2018.4.2... :-( At least on iPhone 7+ builds...

  10. blackbird

    May 18, 2019 18:53

    any idea how to fix this without updating the engine ?

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