Performance issues with Compound Colliders

Hi,
Working on an airship game.

The airships are “IsKinimatic” rigid bodies.

They have empty child gameobjects with Box Colliders" set to be triggers. They are hitboxes and set on a layer to only collide with projectiles. These child gameobjects are NOT rigid bodies. I have around 30 hitboxes per ship.

Just calling Transform.postion = on the ships is dropping my framerate from: 60 without the hitboxes, to 30 with them.

Any thoughts? Can unity not handle moving 60 Box Colliders? Do I need to roll my own projectile collision system or am I missing something in Unity?

P.s. non of the game objects are scaled and I have a really powerful box.

Thanks!

I think you should move through Rigidbody.position or MovePosition(). See http://forum.unity3d.com/threads/159434-What-exactly-is-considered-quot-moving-static-colliders-quot. The performance in similiar cases should be better in 5.0 http://forum.unity3d.com/threads/235119-Unity-5-and-Physx-3-3-0-details?p=1603093&viewfull=1#post1603093

Thank you so much.

Just changing transform.position to rigidbody.MovePosition took the component from 45% of my processing power to 1.3%.

With those kind of performance implications they should really though a warning in code. 0_o

Thanks again!