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Question by Ilseroth · May 08, 2015 at 08:34 AM · physx

What is PhysX "postIslandGen" and how can I reduce its impact on performance.

I believe it has something to do with the AI, given that the more Nav Mesh Agents I put down, the more CPU it drains, but I would like to allow for significantly more enemies then it currently allows for and this is bottle necking my performance.

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avatar image El Maxo · May 08, 2015 at 09:28 AM 0
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any chance of a screenshot of the profiler

avatar image screenname_taken · May 08, 2015 at 09:37 AM 0
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if you are looking to have 30-40 enemies rushing to your player, then you may want to check for "flocking" behaviours or plugins. Having one enemy doing something and the others replicating that is easier on the cpu than having 30 enemies doing their own thing.

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Answer by Ilseroth · May 08, 2015 at 06:14 PM

Alright don't worry about it, I figured it out and I am dumb. I am using pretty simple buildings, so I figured a mesh collider would be fine. It wasn't don't use mesh colliders kids.

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avatar image screenname_taken · May 09, 2015 at 01:03 PM 0
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The colliders, in terms of performance go: Sphere,Capsule,Box,$$anonymous$$esh (from fastest to slowest). Also, ticking on "convex" on the mesh collider component helps with speed.

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Answer by Arowx · Oct 11, 2015 at 05:02 PM

Note: Large moving Trigger colliders can really push the postIslandGen to reduce performance. Possible solution switch the Trigger collider off and on at intervals or reduce or dynamically change their size.

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avatar image Twitch375 · Sep 26, 2016 at 05:41 PM 0
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@Arowx Have my babies. Thanking you isn't an option. The solution is so simple but it improved the number of AI I can have on screen from 100-200 to 1000+. I just set the trigger on for a single fixed update frame every couple of seconds and delay the toggle a random amount so every agent isn't turning on their collider in the same frame. So ya, thank you.

avatar image Belleal · Apr 03, 2018 at 06:09 PM 0
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Exactly what solved my issue. Thank you.

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