Sakai Openlife: your region checks all the time (many times per second)what collisions are happening and am i colliding
This is true for your falling through the floor scenario.
If the check list is high including non-generic bounding box objects (scuplts), group object, then it comes at a high processing expense. Yes trees included ie wind effected prims. Do i need to collide with it? If the answer is no - make it phantom. It will improve a lot of things in your region from general walking, stairs... etc etc.
Flexi is also considered moving...so these mean things in physics will have to recalc. So if you 'can' phantom do so because things will get a lot smoother when you do
For floors. When you get a lot of avatars it's possible that the number of avatars to calc against exceeds the time allowed per 'slice' (ie physics load might be high)
Thinking about all that stuff we mentioned earlier the two options are
(1) reduce the prim size. This means your physics will check for collision against more item. This is good for more av ie less av per prim. or
(2) put another prim inside the top prim ie just a few cm smaller. This way if it doesn't catch the first it will likely catch the second. This is particularly effective for walking across borders too
2. From a Flying standpoint
When you're flying and find you're not able to land ON a surface, but sinking through it when you're trying to land, try this tip: instead of using your keys to land your avatar, get close to the surface, then click the Stop Flying button.
3. After changing clothes
If you find you've changed an attachment or clothing and you've sunk into the surface: sit on a prim - any prim around, then Stand.