I have a parent object with a child object that has several hundred box colliders attached (why I have to do it this way is a long and frustrating story). When I move the object, my game naturally falls to about 2 FPS. When I disable the child object, the object moves as if nothing were ever attached to it. When I stop moving it and reactivate the child object, all have the colliders have followed along.
Why is updating the transforms of disabled objects so cheap performance-wise?