There seems to be a performance issue within the physics based movement system (more specific -> on inclusion of the turn input system).
Performance drops are as heavy as from a stable 60 fps performance down to 25 fps.
Possible Reason:
Problem 1. : Repetitive Calls GetComponent / SetComponent on main thread
Repetitive calls to get components from entity for input values, every time an input event is fired.
Possible Solution:
Solution to Problem 1:
Outsourced Calls and created jobs to update components which store input values. A steady performance of 60+ fps can be seen.
Problem:
There seems to be a performance issue within the physics based movement system (more specific -> on inclusion of the turn input system). Performance drops are as heavy as from a stable 60 fps performance down to 25 fps.
Possible Reason:
Problem 1. : Repetitive Calls GetComponent / SetComponent on main thread
Repetitive calls to get components from entity for input values, every time an input event is fired.
Possible Solution:
Solution to Problem 1:
Outsourced Calls and created jobs to update components which store input values. A steady performance of 60+ fps can be seen.