perf: physics engine memory leaks fixed
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@@ -45,12 +45,12 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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for (int iterationIndex = 0; iterationIndex < IterationPerStep; iterationIndex++)
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{
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// Can Parallel
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for (int i = 0; i < rigidBodies.Count; i++)
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for (int i = rigidBodies.Count - 1; i >= 0; i--)
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StepRigidBody(rigidBodies[i], intervalDeltaTime);
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// Can Parallel
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foreach (ICollider2D collider in colliders)
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collider.Recalculate();
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for (int i = colliders.Count - 1; i >= 0; i--)
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colliders[i].Recalculate();
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// Can Parallel
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for (int x = 0; x < colliders.Count; x++)
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