There are hang ups for a part of second when fps dramatically drops in a some common situation. It could happen if we turn on physics simulation, or begin loading stream level, or begin timeline playing or in some other situaltions. So, how can i avoid that?
For example, instead SetSimulatePhysics(true) i can turn physics on by default with StartAwake=false and use WakeRigidBody() when i want, but it work for static actors only. How to do that for movable objects? I have a shield attached to the flying platform. It’s part of a platform and it should move with this platform until player tear it off. And how to avoid freeze that happens when i call LoadStreamLevel? How you do that?