I have a camera with a few colliders attached to it that flies around throughout the scene. It’s a little jumpy, and when investigating it in the profiler, I found it was doing static collider moves. My object contains box colliders (none static), but no rigidbodies. Somehow Unity is considering this a static collider move and grinding my performance. Is there any way around this?
Please see the related forum post: http://forum.unity3d.com/threads/75560-Unity-is-creating-static-colliders-on-load.
In the above post, there was mention of removing rigidbodies from child objects to work around this issue, but since I don’t have rigidbodies, I cannot follow this advice. I DID try adding a kinematic rigidbody to the camera, which did fix the problem, but slowed my game down to a crawl.
Does anyone have any suggestions? I need to get this fixed asap!