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(Case 940666) Physics2D significant performance cost (even when no Physics2D features are used)

Discussion in '2017.2 Beta' started by Peter77, Aug 9, 2017.

  1. Peter77

    Peter77

    QA Jesus

    Joined:
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    6,589
    The Profiler in Unity 2017.2.0b6 shows a significant cost for "Physics2D", even when no Physics2D features are used. This issue occurs in a build and editor. This issue does not seem to exist in Unity 2017.1.0p1.

    I noticed this in my actual project, where I don't use any Physics2D features, but Physics2D often peaked to more than 2ms in the Profiler. I was able to reproduce this issue in a simple project by just rotating a few Rigidbodies.


    Reproduce
    • Open user project
    • Open Assets/Scene.unity
    • Open Window/Profiler
    • Enter "Physics2D" in Profiler search field
    • Press Play
    Observe Physics2D comes with a significant cost. The provided example spends about 1ms in Physics2D. The cost is directly related to the number of Rigidbodies.


    Expected
    Physics2D costs 0 ms, if no Physics2D features are used.
     
    laurentlavigne and LeonhardP like this.
  2. Peter77

    Peter77

    QA Jesus

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    Jun 12, 2013
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  3. MrEsquire

    MrEsquire

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    Again Excellent bug report and find Peter good work...
    Performance seems be real struggle with Unity testers
     
    Peter77 likes this.
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,631
    I think simply adding rigidbodies (even if they are kinematic) activates physics2D to do stuff.

    That's definitely been the case for 3d physics for a while at least.
     
  5. laurentlavigne

    laurentlavigne

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    @Peter77 get ready to receive many unity beta tshirts ;)
    (I didn't know we had search field in the profiler)
     
    Peter77 likes this.
  6. Peter77

    Peter77

    QA Jesus

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    With a text saying "I spent hundreds of hours reporting Unity bugs and all I got was this lousy T-shirt"?! :rolleyes:
     
  7. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
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    6,225
    Yup, that's how they roll now.
    A few releases back you would have gotten $100 in asset store credit. I did and used it all, it was useful.
    A few weeks back I received an email thanking me for my contribution in the beta, offering me 2 beta tshirts. Since the design is meh and I am not one to wear brands, I played a prank on a friend. He hates Unity with a passion, I had unity send those tshirts to him :D
    In XXL
     
  8. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,589
    I actually think it's a nice gesture and I appreciate that. However, I did spend so much time submitting high-quality bugs reports over the last years, that I believe a life-time Unity license should be the least what Unity Technologies should offer me. :eek:
     
    Last edited: Aug 16, 2017
  9. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,225
    I think they will do that eventually, when they realize that the cost of sifting through crappy bug reports is more than the "non gain" of giving a year of pro license to ace bug reporters.
    Right now, we let them enjoying free community labor.