Feasibly? I must use lists correct?
ive gotten to this part with my code:
//Collisions
void CollisionCheck()
{
//RectBox_
//Rect other;
//other
Self_SpriteRenderer.sprite.rect.Overlaps();
}
how do most devs in unity handle it? Just use colliders?
The brute force method is simply to compare every rect with every other rect. That quickly becomes expensive as the number of rects grows.
For better performance consider using a quadtree to cut down on the number of collision checks you need to do
1 Like
thank you, I will go research quadtrees.