I’ve done a bit of research to investigate this error, and what I have found suggests that I need to lower the fidelity of meshes in-game.
However, when I go to change the RenderFidelity of some parts from “Precise” to “Automatic,” it reverts back to “Precise” no matter how much I try to fight it, as seen below
You show a lot of PhysicsParts. Try setting the CanTouch property of those items to false unless they need to react to a Touched event.
This will keep the engine from calculating the physical contact of those items.
Another way to reduce them is if you have an entire model (like a car) that needs to have a Touched event fire then have 1 or 2 hitboxes or a simple Union that are Transparent and CanCollide false but CanTouch true which roughly shape out where a player would touch the model.
Right now I am focusing on changing the CollisionFidelity. Some things were PreciseConvexDecomposition, most things were set to Default and still had a ton of collision issues before I set them to Box or Hull.
Yes, but if they are set to PreciseConvexDecomposition and have the CanTouch property false the engine no longer needs to calculate those touched events at all.