21-11-2023, 12:26 PM
(This post was last modified: 21-11-2023, 12:28 PM by josemendez.)
(21-11-2023, 11:06 AM)Henning Wrote: Hi Jose,
Sorry for the image! I attached it this time. Many thanks again!
Regards,
Hi,
Typically it's easier to make sense of how threads relate to each other in timeline mode, that way it you can clearly see how threads wait for each other and what each one of them is working on. Hierarchy mode is only useful for sorting function calls by cost.
In your case, BurstColliderWorld.GenerateContacts is taking 24 ms/frame, which is a lot. Either it is not getting properly compiled by Burst, or you have an enormous amount of very complex colliders in your scene.
Would it be possible for you to export your profiling session and share it with me? (either posting it here if it's small enough, or by sending it to support(at)virtualmethodstudio.com). That way I can take a better look at it.
kind regards,