Is the overlap… method too heavy for the update? Im working on a mobile project, and the overlap should return at least 5 colliders at time. If yes, what can be a valid alternative?
I have no specific knowledge that directly answers your question, but considering that Unity has to check collisions of all colliders every frame just for basic physics stuff, I see no obvious reason that would be a problem. Have you tried it?
Yes but the game is very simple, i don’t see differences
I recommend you only look at specific functions if and when the Profiler indicates that there is lots of cycles lost there. Otherwise you are likely to engage in premature optimization.