What is the reason if any behind the Physics.Overlap Limit of 128?

Title, I’m just kind of curious if there was a reason to limit it to 128 results, Either by choice (Performance) or by Limitations or something.

I only just recently discovered it and it explains a lot of why things weren’t working as expected in my project.

I don’t see this being an issue outside of my (Large World) case.

Yeah that’s certnally for performance but I think we could make it larger. Thanks

Maybe an exposed parameter in physics settins?

I’ve made it 256 for now, but I guess we could do a dynamic alloc there as option when contact count goes very high.

1 Like