Optimizing Rigidbody(2D) when it's far away?

What is the best practice for handling Rigidbody2D bodies that are far away from the player and not important? Seems wasteful to have a rope dangling somewhere off-screen when it’s really not important.

My current solution is to simply run rb.Sleep() when the player is far away enough from the object. Is this reasonable? Should the body be disabled entirely and not just put to sleep? How do you handle these situations?

Many thanks!
P

Depends on how you do it , if each object is constantly measuring distance that would be not ideal since that means the amount of distance calculations will scale of the number of objects in your game.
A typical solution is partitioning the map into sections or a grid , and whenever the player enters a section/gridcell , your “enable” the objects in it , this doesn’t only apply to physics , it can be used to toggle AI/Renderers/Audio … anything really.
And if you’re stil going for the “distance comparison” approach , use MagnitureSqrt instead of magnitude or Distance() , that will avoid you spamming square roots just for a comparison.