UUM-87199
Fixed in 6000.1.3f1Mentioned in 23 release notes.
First fixed in 6000.1.3f1 (May 14, 2025); relisted in 16 later releases.
| Version | Section | Risk | Impact | Note |
|---|---|---|---|---|
| 6000.2.0f1 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b13 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b12 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b11 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b10 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b9 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b8 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b7 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b6 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b5 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b4 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b3 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b2 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b1 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0b1 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.0.49f1 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.1.3f1 | Fixes Physics | Fix | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. | |
| 6000.2.0a10 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |
| 6000.2.0a9 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |
| 6000.2.0a8 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |
| 6000.2.0a6 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |
| 6000.2.0a4 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |
| 6000.2.0a1 | Known Issues Physics | Caution | Known issue | Improved the performance of Physics.TransformSync in cases where deeply nested hierarchies containing large amounts of Collider components would add an Animator to any child within that hierarchy. Previously this would incur a massive performance hit. After these changes there is still a performance cost but far smaller than before, somewhere in the range of 8x-9x less depending on hierarchy. (UUM-87199) Fixed in 6000.2.0b1. |