Why is mesh baking causing huge performance spikes?
- by jellyfication
A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData"
In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player.
Rotating the world causes mesh scaling. Here is the code that handles world rotation.
private void Update()
{
input.update();
Vector3 currentInput = input.GetDirection();
worldParent.rotation = initialRotation;
worldParent.DetachChildren();
worldParent.position = transform.position;
world.parent = worldParent;
worldParent.Rotate(Vector3.right, currentInput.x * 50f);
worldParent.Rotate(Vector3.forward, currentInput.z * 50f);
}
How can I get rid of mesh scaling ?
Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ?
The profiler looks like this:
Bottom-left panel shows data before spikes, the right after