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Question by cadellinman · Oct 30, 2015 at 03:33 PM · physics3dprofiler

Monitor what is causing Physics.Processing?

Hi there. Just doing some optimizations on my scene at the minute, and I am noticing that 9.5% of the CPU is going into physics.processing. I don't actually have any colliders, cloth, rigidbodies, etc in the scene to my knowledge- is there a way of monitoring for collisions that are ongoing, or otherwise filtering the scene to show what is causing it?

edit: I just noticed the physics profiler- it is registering 0 active and sleeping rigidbodies, 0 contacts, 0 static colliders and 0 dynamic colliders.

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avatar image Rickywild · Mar 21, 2016 at 11:21 PM 1
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I have this bug too,my post can be found here link A lot of people seem to be running into this problem and nothing is being done about it. I hope they address this soon

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Answer by agenda · Apr 10, 2016 at 09:39 AM

i read somewhere that nvidia physx favors nvidia driver and actively delays execution of its program on non nvidia based gfx cards, causeing this "bug"

i got the same spikes, using ati/radeon.

edit: i just started a level and gradually deleted all objects and the spikes where persistent even without any active rigidbody!

so we got issue,.. gamebreaking issue!

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Answer by muhammadtahiriqbal · Mar 15, 2019 at 08:17 AM

if you are using 2018.3.0f1 then this causing problem https://issuetracker.unity3d.com/issues/random-spikes-in-cpu-usage-in-runtime-caused-by-physics-dot-processing

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avatar image chadfranklin47 · May 08, 2020 at 12:38 AM 0
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Interesting. Still getting this in 2019.3.11.

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