When you create a lot of rigidbody GameObjects (like 600) that are networked, all clients (not the host) connect to the game begin to lag a LOT (try load a map like thieves.community_bowling where all the props are networkspawned)
To Reproduce
Create a scene
Create a bunch of Networked Props/Rigidbodies.
Connect a client
Expected behavior
The game shouldn't lag, I don't see any reason why it should lag more than when we had the same amount of objects networked in the old entity system.
Describe the bug
When you create a lot of rigidbody GameObjects (like 600) that are networked, all clients (not the host) connect to the game begin to lag a LOT (try load a map like thieves.community_bowling where all the props are networkspawned)
To Reproduce
Expected behavior
The game shouldn't lag, I don't see any reason why it should lag more than when we had the same amount of objects networked in the old entity system.
Media/Files
Profile: https://cdn.discordapp.com/attachments/1264641510918455451/1266582600139673702/2024-07-27_12-15-14_sbox.7z Profiler screenshot:
Additional context
No response