FPS drop due to Kinematic Rigidbody

Hello everyone,

I’m currently working on developing a runner game where I’ve implemented collision and kinematic body components for obstacles and platforms, while the player entity only has a collision component with a trigger script attached to emit events upon collisions with obstacles or collectibles.

I’ve noticed a drop in FPS rate during gameplay. I’m wondering if this could be attributed to having rigidbody components for obstacles and other elements in the game, or if it might be due to heavy models being used. Are there any specific settings I should consider adjusting apart from the device pixel ratio?

Any insights or suggestions would be greatly appreciated.

Thank you!

Use Chrome dev-tools > performance tab to record a performance log during the runtime and study what functions take too long time during a frame.