CharacterController performance

I’ve been having some performance issues with my enemies so I started profiling to see what the bottleneck was. My enemies are all set up with CharacterControllers and use UnitySteer to move around.

As it turns out 15% of the cpu is being used by UnitySteer’s AutonomousVehicle FixedUpdate, mostly when it applies the displacement which does a CharacterController.Move

Should I not be using CharacterController for my enemies?

We ended up going w/ a pure rigidbody approach because CharacterControllers were way too expensive.

Hello Ratamorph,

While I can’t test on iOS myself - Unity chokes at Linq, which our game uses - CharacterControllers are on the desktop about 4x the cost of a rigidbody. You can read about my tests here: http://www.arges-systems.com/articles/47/handling-slopes-with-autonomous-vehicles/

When I try the example files from here:

All monobehaivours are missing in the characters. So i can’t test anything.

You need to import the unitysteer package before importing the examples, otherwise the components will all be missing.