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Question by Laperen · Feb 16, 2016 at 11:46 AM · charactercontrollercharacter controllerunderstand

Question on Unity5 CharacterController performance/efficiency

So, all information on the character controller ive been able to scrounge up so far seems to be pre-Unity4, which is pretty old. The more notable ones talk about its inefficiencies and advise to avoid it at all costs.

In Unity5 I can see that there seems to have been a change to the collision of the character controller, so I assume there has been other changes as well.

I guess my main question is to be answered in 2 parts:
1) What goes on behind the scenes of the current character controller, in the provided functionalities like onGround, or Move, or how the CharacterController seems to magically reposition itself to the lowest height.
2) How does the performance stack against rigidbody. Rigidbody was the recommended option in the stuff I've read on character controller, although with the need to add your own ground checks and stuff, I do not know how to account for the performance gain/loss

Of course I am asking this in the context of a humanoid character for both CharacterController and Rigidbody implementations.

Other intricacies like performance on mobile devices would be great too.

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avatar image hexagonius · Feb 16, 2016 at 04:03 PM 0
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I$$anonymous$$HO the question should not be what is better for performance, but what is better to be handled. The CharacterController does some things very well and out of the box, which makes it more expensive than Rigidbodies. That's where those could get tricky, because the same behaviour with Rigidbodies would make it slower in comparison because of not being implemented 100% at the engines core.

$$anonymous$$nowing if you're actually grounded and running up slopes in 3D can by quite hard to accomplish with a rigidbody

Bottom line... if you're using 1,2...10 of them, I just don't think they'll make much of a difference. If you need numbers put several of the into the scene and compare profiler values.

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