Hello guys
In my project physics simulate get heavy on android, and I have read on some unity threads that the physics simulate may get heavy when moving static colliders.
As what I read seams that a static collider is a Collider without Rigidbody. And if you move it, you get StaticCollider.Move, which cause this heavyness.
I have a question about it:
I have a parent with Rigidbody, without any Collider, a child of child of the parent has Collider without Rigidbody.
Does this return a Static Collider?
Thanks. Good Bye!
Don’t ever move a static collider (or rotate or scale) without attaching a rigidbody and making it kinematic. Otherwise you’ll get horrendous performance.
But its parent already has rigidbody, does this affect something or not? Thanks
I have tried to remove collider, and put a box collider at the parent gameobject which has rigidbody, but I got the same result.
What are all the possible options when talking about Physics.Simulate?
I have a project that I had to use the same setup on, I also have the same performance with ridgidbody on parent and collider as child or collider on parent.
I tend to not have issues unless I have way too many colliders or too many ridgidbodies moving around.
Are you actually getting a “Static Collider.Move” or just guessing at the issue?
As long as moving colliders have ridgidbodies it should be ok.
Have you adjusted the timestep at all? Or adjusted the physics settings?
What do you mean by heavy load? Is it slowing down fps but still performing physics properly?
I have found that Physics Simulate is heavy for the presence of to many WheelCollider.