VersionSectionRiskImpactNote
6000.2.0f1Fixes
Physics
FixImproved 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.
6000.2.0b13Fixes
Physics
FixImproved 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.
6000.2.0b12Fixes
Physics
FixImproved 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.
6000.2.0b11Fixes
Physics
FixImproved 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.
6000.2.0b10Fixes
Physics
FixImproved 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.
6000.2.0b9Fixes
Physics
FixImproved 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.
6000.2.0b8Fixes
Physics
FixImproved 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.
6000.2.0b7Fixes
Physics
FixImproved 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.
6000.2.0b6Fixes
Physics
FixImproved 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.
6000.2.0b5Fixes
Physics
FixImproved 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.
6000.2.0b4Fixes
Physics
FixImproved 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.
6000.2.0b3Fixes
Physics
FixImproved 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.
6000.2.0b2Fixes
Physics
FixImproved 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.
6000.2.0b1Fixes
Physics
FixImproved 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.
6000.2.0b1Fixes
Physics
FixImproved 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.
6000.0.49f1Fixes
Physics
FixImproved 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.
6000.1.3f1Fixes
Physics
FixImproved 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.
6000.2.0a10Known Issues
Physics
CautionKnown issueImproved 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.
6000.2.0a9Known Issues
Physics
CautionKnown issueImproved 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.
6000.2.0a8Known Issues
Physics
CautionKnown issueImproved 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.
6000.2.0a6Known Issues
Physics
CautionKnown issueImproved 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.
6000.2.0a4Known Issues
Physics
CautionKnown issueImproved 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.
6000.2.0a1Known Issues
Physics
CautionKnown issueImproved 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.

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