# Optimizing (even more) tilemap colliders

**URL:** https://discussions.unity.com/t/optimizing-even-more-tilemap-colliders/862048
**Category:** Physics
**Tags:** Physics, Performance
**Created:** [November 14, 2021, 10:19am UTC](https://discussions.unity.com/t/optimizing-even-more-tilemap-colliders/862048 "2021-11-14T10:19:51Z")
**Posts on this page:** 1
**Showing post:** 5

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### Author: ![HofiOne](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/hofione/32/92374_2.png) [@HofiOne](https://discussions.unity.com/u/HofiOne)
#### Post date: [November 14, 2021, 4:17pm UTC](https://discussions.unity.com/t/optimizing-even-more-tilemap-colliders/862048/5 "2021-11-14T16:17:23Z")

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sorry for just now learning Unity and not being a pro like you in it, it is definitely my fault

now i searched better for what really “Auto sync transforms” does as it was not really clear based on what i found in the documentation  
found [Auto Sync Transforms](https://discussions.unity.com/t/726328)  
now it’s a bit clearer

i will try using kinematic and MovePosition as you suggested for those layers

thanks for the clarification and your time!

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