Hello all!
NOTE: For anyone that might have seen the old post I deleted that one because the issue isn’t fixed. I got confused.
So I have a simple scene with a rigidbody (capsule collider attached) and a terrain (terrain collider attached). Even with such a simple scenario the Physics simulation is taking 30ms on average per update, going all the way up to 100ms at some moments.
Even with a debug build I don’t think this is too much for my computer. I have a more than decent processor (an 4 year old intel i7) and I’ve used Terrain Colliders in other engines without a problem. If a Terrain would be so much of a performance killer I don’t think they would exist in any single engine out there nor they would be used in many games. It seems like I’m missing something, or there’s actually a problem somewhere with terrain colliders.
The issue is even worse when any more complex collision detection is being done, like “climbing” a mountain in the terrain.
Any ideas?