Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by kunzej · Jun 12, 2017 at 08:44 AM · unity 5performancecolliders

Moving many static colliders - Bad performance

I'm using Unity 5.6.1f1 and I have a game object "root" with a lot (several thousands) of children containing static (no rigidbody) capsule colliders (not a trigger). All objects containing a collider are in the layer "Grabbable" that only collides with another layer "Tool" in which there are only two sphere colliders. So all of those capsule colliders don't collide with each other. alt text

The performance is great (about 80-90 fps) as long as I don't or only slowly move/rotate that root game object. The quicker I move/rotate the root object the lower the framerate (down to about 10fps). Thereby I update the transform.position/rotation every frame. With quick I only mean that the delta between two frames is big. What I see in the profiler is that I spend most of the time in Physics.Processing -> PhysX.PxsSap.sapUpdateWork

So it makes sense to me that PhysX has to adjust it's structs whenever you move colliders, but why does this depend on how far I move the colliders and how can I cope with that issue?

I've also tried to add a Rigidbody to the root object but this didn't help anything as expected according to this https://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/

capture.png (9.7 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Huge Overhead with Empty Scene on iOS? 0 Answers

what's the best to animate 50 circles at once? performance wise on mobile 0 Answers

Optimizing colliders for a third person character action/action RPG game 1 Answer

Collider population and animation events 0 Answers

Capsule collider is able to 'squeeze in' between 2 other capsule colliders. Don't want that 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges