Physics Engine (any way to optimeiz further)

Hey guys, I effectively have a bowling ball rolling at 20 pins-- the issue is that when t he bowling ball gets within certain range, the physics engine kicks (noticeably) and the game jumps real quick. Are there any techniques to solve this?

don’t use the full detail pins for collision. instead have a low poly collision hull which you attach for the mesh collider

and use a sphere collider for the bowling ball instead of mesh just in case you did :slight_smile:

Hey dreamora, thanks for the answer :slight_smile: but I’m afraid I’ve already done both of those!

Any other suggestions?

You shouldnt notice much of a performance hit at all with the 20 pins if your using low poly colliders…

Curious, what are your system specs?

hi guys, my game also skips frames when a collision occurs. I’m using one of the spheres inside unity and the first person prefab.

EDIT: I noticed that increasing the size of the models helped a little. Maybe it has something to do with it.