Will Unity discard distant parts of a (2d) Polygon collider in the broad phase?

Hello,

I am wondering about the usage of the Polygon2D Collider. In essence, is there any merit in splitting up a large 2D polygon collider into several parts, as illustrated in the sketch below (black triangles are the polygons, orange ball is size of a typical moving object). The idea would of course be that distant colliders can be discarded early in the collision phase. Or will Unity do something like this anyway on the level of individual polygons/edges in a single large collider?


Thanks in advance for your comments!

The underlying physics system knows nothing about the PolygonCollider2D. It only knows about convex primitives so in your diagram, the triangles are polygon primitives so each has its own entry in the broadphase so what you’re suggesting already happens.

Thank you for your fast reply, that’s good to know.