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optimizing moving colliders
#1
Hi,

I have a rope that interacts with a lot of moving obi colliders that make up a human. 
The profilers seems to show quite a high cost to moving all the colliders as needed.
Any tips for increasing performance on moving colliders?

Cheers
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#2
(01-12-2021, 02:52 AM)burspa Wrote: Hi,

I have a rope that interacts with a lot of moving obi colliders that make up a human. 
The profilers seems to show quite a high cost to moving all the colliders as needed.
Any tips for increasing performance on moving colliders?

Cheers

Hi there,

All that's done for colliders is copy their transform data. For primitive colliders shape data (box size, for instance) is also copied, for more complex colliders like meshes or terrains their shape data is only copied once.

So in case you're using primitive colliders, this should be quite fast unless you're using thousands of them. How many colliders do you have, and what type of colliders?
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