So, I have a rigidbody, and I also have a collider parented to it. – Is it slow to move the collider directly, even though it a child of a rigidbody (and thus is not static)?
What about if the collider is moved via an animation?
In our game we have a character with colliders attached to each of his major bones; they are triggers and act as hitboxes for a sort of FPS type game. At the root there is a rigidbody. The character is animated via an Animator. I am also running a script which modifies the animation by moving the character’s arm and leg transforms. – Is this slow, and if so, why?
If I gave all of the hitboxes kinematic rigidbodies, would this resolve the slowdown? Would the animator still cause slowdown? Would it still be slow to manipulate the character’s transforms? If so, why?