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Severe performance issues

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We are experiencing severe performance issues with truesync in the following scenario.
We have a number of truesync enabled prefabs, i.e. they have TSTransforms, TSCollider. On game start we preinstantiate 250 of these in our pool. All these instances are disabled.
We use TrueSyncManager.Instantiate to instantiate the prefabs.

In this scenario TruesyncManager.FixedUpdate uses around 350ms per frame.

Nothing else is going on in the scene, so the question is why FixedUpdate uses this much time when in fact it should be using none at all?

If we add a TSRigidBody and disable gravity on it, the problem gets even more pronounced. With only 4 disabled instances in the scene we see the same performance hit.

Needless to say this is a major issue and I hope you can assist us with finding a solution.

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