I have enemy with simple behavior: Reach the player's current position. In game are increasing waves, which are increasing the number of enemies. But when are more enemies (like 14), and they got too close to each other, there is big physics spike in profiler.
There are significant drop of performance... And as Profiler says, it's because of Physics...
Now I am little lost, I tried turn of the ignore collision on layer (which was turned on), so they don't overlap, but there is still little touch of course, when they group up, so still so much to process...
What is the best solution here?
I build it around rigidbodies for the use of Velocity, and detection of collisions with walls (edge collider), so when the object reaches there, it is easily stopped... But for this cases it seems now like not the best solution.