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Question by Reverend-Speed · Jul 23, 2019 at 07:15 PM · physicsraycastperformance

To detect 'ground' for jumping, is physics.checksphere more efficient than raycast?

Historically I've always used a raycast to test if a character is grounded before allowing them to jump. Recently I met someone who suggested that physics.checksphere was a better method - and while I can definitely see some benefits (eg. catching 'late' jump inputs as characters approach edges), I was wondering if anybody could tell me which is more performant? Any other thoughts on this topic would be welcomed.

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Answer by Namey5 · Jul 24, 2019 at 06:53 AM

In theory, checksphere is probably slightly more performant, but in practise they're both about as performant as each other. Although there may be a tiny bit of difference it probably isn't enough to worry about; especially considering you're only casting once when necessary.

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avatar image Reverend-Speed · Jul 25, 2019 at 03:20 AM 0
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Thank you Namey5, that's really useful! I don't suppose you know if there's any documentation on this?

avatar image Namey5 Reverend-Speed · Jul 25, 2019 at 03:51 AM 0
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There's not really any documentation on performance as such; and I really don't think there will be any noticeable difference in performance between the two. $$anonymous$$ost intersection tests are about the same as each other; with performance dependant on the number of colliders in the scene and their type (mesh colliders will always add a performance hit). If you really want some raw data, you could try both methods and then compare them with the profiler to see which is faster.

avatar image Reverend-Speed Namey5 · Jul 25, 2019 at 04:03 AM 1
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Nah, honestly, that sounds about right. I'm certainly not about to try to scrape back some cycles for a check-once-per-button-press physics check.

It's weird, though, I'd always thought Raycasts were the way to go with it, but I can see the point of checksphere.

If you'd like to format your comment as an answer, I'd be happy to mark it 'correct'.

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