Many objects - performance issues

Hi,
In my game I have a lot of objects which are created at the beginning of the level. Each object is comprised with two colliders. When the game is played on devices such as S3 there are no issues as those devices are quite powerful. The problem of course emerge on less capacitive devices on which the game is unplayable because of lagging. I was wondering if there is some sort of mechanism in Unity in which I could tell the Physics engine to check the collisions only between “player type” and “obstacle types” as my obstacles are static objects. I think there is too much of a collision checking between them and because of that - the performance issues (I’m using basic Unity and cannot tell what profiler says).

It sounds like you are asking about layer based collision: