# 加载跟卸载Level的时候会都大量的物理资源的创建跟卸载，会导致游戏的卡顿 

**URL:** <https://forums.unrealengine.com/t/level/2697448>\
**Category:** 简体中文 (Simplified Chinese)\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [December 26, 2025, 9:57am UTC](https://forums.unrealengine.com/t/level/2697448 "2025-12-26T09:57:44Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [December 26, 2025, 9:57am UTC](https://forums.unrealengine.com/t/level/2697448/1 "2025-12-26T09:57:44Z")

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大量物理的创建跟销毁会导致游戏的卡顿，帮忙看下有没有比较好的优化方案。

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**Author:** ![TonyChen1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TonyChen1](https://forums.unrealengine.com/u/TonyChen1)\
**Post date:** [January 6, 2026, 5:56am UTC](https://forums.unrealengine.com/t/level/2697448/2 "2026-01-06T05:56:09Z")

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你好，5.6针对level streaming加入了组件增量注册，异步物理，时间预算等方式解决卡顿，但如果一个ISM上的实例过多导致单个组件的物理注册过于昂贵，可以根据项目需求看是否可以通过禁用物理碰撞，或者将一个大的ISM拆成更小的部分来解决(比如InstancedFoliageGridSize)

另外目前虚幻社区也针对level streaming的卡顿更新了相关文档，感兴趣也可以参考一下:[link](https://dev.epicgames.com/community/learning/tutorials/qpll/unreal-engine-level-streaming-hitching-guide)

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