High frametime when un-anchoring parts in different collision group

Reproduction Steps
So I have a script that spawns and despawn a bunch of parts which are set to the collision group called Debris. They are initially anchored, but once they get unanchored, it causes some lag spikes. This happens after roughly 100+ debris part has been spawned, starting off there weren’t any noticeable lag.

The Debris collision group does collide with the Default collision group. This issue seems to constantly appear over time, I’m assuming it has something to do with a leak?

The microprofiler hints that it’s related to the Navigation engine, thus I can not do anything about it.

Here are some screenshot from the microprofiler.
Screenshot 2022-02-27 095957
Screenshot 2022-02-27 095954
Screenshot 2022-02-27 095950
image

Expected Behavior
Runs smoothly over time. This issue occurs over time.

Actual Behavior
Lag spikes when un-anchoring 32+ parts in this collision group.

Issue Area: Engine
Issue Type: Performance
Impact: Moderate
Frequency: Constantly

2 Likes

Can you give me a repro file please?

Hi! Just digging through old bug reports and came across this. Can you please provide a repro file that reproduces this behavior?

Thanks!

Oh sorry, I afraid I no longer have access to the development build that causes the bug. As far as I remembered it was pretty integrated with my game’s framework so there were many factors that could’ve been a cause and hard to isolate a repo.

From what I recall, the script spawns a bunch of anchored parts which has its cframe moved around every 1/15s until a certain condition that breaks the loop and they all get unanchored at the same time.

I hope this somehow helps because I probably used a workaround and am not sure if this bug still occurs.

1 Like

No worries, thanks for the reply!

I’m going to close this since we don’t have a repro.