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OverlapCircleAll vs BoxCollider2D performance
I have a gameObject that has some child gameObjects and in total 3-4 box colliders. The colliders in child gameObjects trigger OnTriggerEnter2D on the parent. I tried setting a flag when the child collider was hit and check the flag in the parent, but my parent OnTriggerEnter2D is being called first and then the OnTriggerEnter2D in child is called. So I thought of removing the collider on the child and have the script check for OverLapCircleAll in Update(). I want to know if using a box collider has better performance than using OverLapCircleAll in Update(). If so, I can try a work around with the box colliders. Also let me know if you have any suggestion on how to deal with compound colliders. Thanks in advance.
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