Problem to moving objects with collider in edit mode

Game objects in project that have Collider and Rigid body can move ver slow in editor mode (scene)
I have new PC : i7 3770 , 8 GIG Ram, Geforce GTX 650, Win 8 - 64 bit.
same project work smooth with my mac mini 2011
when I moving that objects CPU fan start working too hard.
I turn the physic component of game objects off and they moving smoothly.

please help me with that problem.
// is there a way to turn off physic calculation in edit mode ?

There is no direct solution to this.

However, I have written a little code to turn the colliders off so you can move stuff faster. Once you’re done, turn them on again.

Copy the content of this code inside a file called ColliderTool.cs. AND the file should be inside a folder called Editor. If you don’t see a folder with that name, just create one.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using System.Linq;

public class ColliderTool : Editor
{
	[MenuItem("GameObject/Colliders/Turn off except ignoredcolliders")]
	public static void TurnCollidersOffExceptIgnored()
	{
		try
		{
			var go = GameObject.FindObjectsOfType<Collider>();
			go = go.Where(g => g.tag != "ignoredcolliders").ToArray();
			for (int i = 0; i < go.Length; i++)
			{
				if (!EditorUtility.DisplayCancelableProgressBar("Turning off colliders", "", i / (float)(go.Length)))
					go*.enabled = false;*
  •  	}*
    
  •  }*
    
  •  catch (System.Exception e)*
    
  •  {*
    
  •  	Debug.LogException(e);*
    
  •  	EditorUtility.ClearProgressBar();*
    
  •  }*
    
  •  EditorUtility.ClearProgressBar();*
    
  • }*

  • [MenuItem(“GameObject/Colliders/Turn on except ignoredcolliders”)]*

  • public static void TurnCollidersOnExceptIgnored()*

  • {*

  •  try*
    
  •  {*
    
  •  	var go = GameObject.FindObjectsOfType<Collider>();*
    
  •  	go = go.Where(g => g.tag != "ignoredcolliders").ToArray();*
    
  •  	for (int i = 0; i < go.Length; i++)*
    
  •  	{*
    
  •  		if (!EditorUtility.DisplayCancelableProgressBar("Turning on colliders", "", i / (float)(go.Length)))*
    

_ go*.enabled = true;_
_
}_
_
}_
_
catch (System.Exception e)_
_
{_
_
Debug.LogException(e);_
_
EditorUtility.ClearProgressBar();_
_
}_
_
EditorUtility.ClearProgressBar();*_

* }*

* [MenuItem(“GameObject/Colliders/Turn off”)]*
* public static void TurnCollidersOff ()*
* {*
* try {*
* var go = GameObject.FindObjectsOfType ();*
* for (int i = 0; i < go.Length; i++) {*
* if (!EditorUtility.DisplayCancelableProgressBar (“Turning off colliders”, “”, i / (float)(go.Length)))*
_ go .enabled = false;
* }
} catch (System.Exception e) {
Debug.LogException (e);
EditorUtility.ClearProgressBar ();
}
EditorUtility.ClearProgressBar ();*_

* }*

* [MenuItem(“GameObject/Colliders/Turn on”)]*
* public static void TurnCollidersOn ()*
* {*
* try {*
* var go = GameObject.FindObjectsOfType ();*
* for (int i = 0; i < go.Length; i++) {*
* if (!EditorUtility.DisplayCancelableProgressBar (“Turning on colliders”, “”, i / (float)(go.Length)))*
_ go .enabled = true;
* }
} catch (System.Exception e) {
Debug.LogException (e);
EditorUtility.ClearProgressBar ();
}
EditorUtility.ClearProgressBar ();*_

* }*
}
Now you can access the turn off and turn on commands from the menu GameObject/Colliders. If you want some objects to be left alone all the time, just tag them as ‘ignoredcolliders’.
I hope this helps.

Thanks Aram Azhari, I really appreciate your help
after a few changes at lines 13 and 31 of your script to this:
Collider go = FindObjectsOfType(typeof(Collider)) as Collider;
that worked for me.

but I really worry about object that have disabled collider that with this script we turning them to Available. I don’t know. It’s a big enough project to losing them. is there a way to avoid that?