Hi,
this needs a lot more debugging and profiling to pin point exactly what the problem is.
Likely, in most case, it's not really the trigger that is the issue but more what's being done when a trigger is fired.
Have you profiled it?
Typically, I would create a dummy prefab, and simply remove all actions apart from the trigger event leading to an empty state, not even logging anything. do you witness a spike still?
Bye,
Jean
Hi Jean
The same as the other person said regarding this problem, its just the 'first' time these events happen that is the problem, i dont think it is anything in my game, its the actions themselves, or something in playmaker (i think, although of course i could be wrong)
Because the second (third fourth fifth...etc) times these events happen, the 'exact' same actions are used on the 'exact' same objects in the 'exact' same way but there is nowhere near the same spike.
i 'have' profiled it and the spike is caused 99.9% by physics simulate - playmaker onTriggerEnter collisionEnter the first time they are used...why?
the second, third ...etc times these events happen it is roughly 70-90% less of a spike on the exact same objects with the exact same actions.
i know you are busy jean, but please don't leave it days before answering, i really need to get a fix for this.
many thanks
Paul