Problem with Overlaps
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Hi,
we have detected a critical problem with any Physics2D.Overlap.
After some calls to this functions, the result is a huge number of bodies (and contact points) into the physics world, and the game starts to run at a very low framerate.
It seems that some objects aren't removed correctly and destroyed.
Devis
we have detected a critical problem with any Physics2D.Overlap.
After some calls to this functions, the result is a huge number of bodies (and contact points) into the physics world, and the game starts to run at a very low framerate.
It seems that some objects aren't removed correctly and destroyed.
Devis
0
Comments
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Hello @Devis,
Thanks for the report, we will work to fix this possible bug for the next release (1.0.7).0 -
Thanks @JeffersonHenrique.
Another important features that actually is missing with Overlaps is the overload with a LayerMask.
I've seen that the body is configured like:
body.BodyType = Physics2D.BodyType.Static;
body.IsSensor = true;
body.CollidesWith = Physics2D.Category.All;
and so it collides with everything in the scene. It will be useful if we can specifiy a particular LayerMask and filter results accordingly, with a reduced performance cost.0 -
Hi @Devis,
You are right, the last release didn't include a mask option, but we will include it soon, thanks.0