I place 400 spheres on a terrain in the terrain demo, and allow them to sit for a minute.
Then I move close to a group of about 10 spheres that have collected in a pocket of the terrain and shoot the testing-ball-thingie, and explode the ball beside the spheres. This causes a significantly long frame that I would estimate is about 100-200ms.
Any idea what might be causing this, and how I can fix it?
100-200ms delay when exploding beside inactive spheres?
Re: 100-200ms delay when exploding beside inactive spheres?
Does it happen every single time an explosion occurs, or only the first time? Is it on the Xbox, PC, or both?
If it only happens the first time, I'd guess it was the JIT compiling some stuff.
If not, are you using the demos Explosion type, or a custom exploder? If custom, does the custom exploder use the Space.BroadPhase.QueryAccelerator.GetEntries function to accelerate the query?
In the demos, I'm unable to replicate a significant spike in frame time upon exploding using the projects' Explosion class.
If it only happens the first time, I'd guess it was the JIT compiling some stuff.
If not, are you using the demos Explosion type, or a custom exploder? If custom, does the custom exploder use the Space.BroadPhase.QueryAccelerator.GetEntries function to accelerate the query?
In the demos, I'm unable to replicate a significant spike in frame time upon exploding using the projects' Explosion class.