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Question by Denggoon · Oct 18, 2017 at 05:07 AM · physicsrigidbodycollideroptimizationstatic

Static Collider.Move warning is still in place: should I add Rigidbody or not? (Unity 5.3.3f1)

Hi, I know that this has been discussed for more than several years, since the following blogpost has been disclosed to the public: https://blogs.unity3d.com/kr/2014/07/08/high-performance-physics-in-unity-5/

It says that from unity 5, performance regarding moving static colliders has been improved, so I assumed that I do not need to add a rigidbody to a moving collider for performance reasons.

https://forum.unity.com/threads/non-static-colliders-without-rigidbody-still-cost-in-unity-5.452177/#post-2933036 In this post, @yant even said that "performance warning was removed".

But the problem is - I'm still observing these "Static Collider.Move" warnings in my profiler.

And I believe it's because I am using EZGUI plugin for my user interface (I know that EZGUI has been introduced quite long time ago, but the project I am working on is also very old too), and EZGUI attaches BoxCollider to the most of its components, but not a kinematic rigidbody.

So when I move around these EZGUI-made uibuttons or dialogues, unity gives me warnings at the moment, which worries my sick.

So TLDR; 1. I'm still seeing these "Static Collider.Move/Modify/Create" warnings in my profiler (Unity 5.3.3f1), is it normal? (Although the comment in the post said these warnings were removed!?)

  1. If it is normal to see these warnings, should I attach a kinematic rigidbody to remove warnings and will it improve my projects performance? Or should I just ignore it?

  2. The blogpost above stated that these moving collider improvements were only applied on 3D Physics - so would this affect EZGUI plugin that I'm using - since it does not use BoxCollider2D, it uses normal BoxCollider.

Thanks in advance, Jiwan

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avatar image Denggoon · Oct 18, 2017 at 05:13 AM 0
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some how i'm having trouble mentioning @yant (Anthony Yakovlev) in this post, but i meant by him.

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