Performance problem during Overlap


In our game we do frequently an Overlap test. It seems that when we do that, the physics engine (2D) recomputes all contacts, running the broadphase on entire world.

Is it correct?




  • Hello @Devis,

    You are right, for now it is like a rerun brodphase to find bodies/contacts related to the Overlap test. It is a point of improvement in our side.
  • Ok @JeffersonHenrique.

    It would be a great improvement for us, because we need to run several overlaps each frame (from 0 to 10-15 in the worst case).