Performance issues with static colliders and bevy_ecs_tilemap #615
Labels
A-Collision
Relates to the broad phase, narrow phase, colliders, or other collision functionality
C-Performance
Improvements or questions related to performance
Hi there, I added a static collider to every tile in this example from
bevy_ecs_tilemap
. My FPS slowed down to a crawl. Is this a known limitation to Avian when dealing with high numbers of static colliders, do I have to generate my own mesh in that case?I have a few hundred tiles active at a time and they are constantly getting spawned/de-spawned procedurally. Here's what my scene looks like without any colliders:
2025-01-03.12-18-00.mp4
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