Optimizing game so Rigidbody.AddForceAtPosition doesn't drop framerate

I’m currently creating this game where you can build your own spaceship and fly around and such. At the moment you have to build really tiny ships, because it’s not optimized what so ever. I’m generating the cubes using six quads, thus each cube has six children, all with their own colliders and such. As you might imagine the games framerate drops a ton if you build anything that isn’t incredibly small.

I was thinking of combining it all into one big mesh, but would that actually improve anything? After all, it still needs submeshes, and it would still have to move 100+ gameobjects each frame.

I’m more than open to any and all suggestions on the matter. Thanks in advance :slight_smile:

Firstly, it will greatly improve the performance to only have one uniform collider for the ship. Each collider has to run its own update loop to detect collision, so I’m sure you can imagine that having one collider, even with a complicated geometry, will increase performance.

Secondly, turning complicated meshes into one mesh is a trick that has been used in the games industry for a while. It is quite valuable.

Lastly, if you can get away with using a single box collider or sphere collider to detect the collisions for your ship, that will give you the most efficient collision detection.