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Question by RankoR · Aug 13, 2011 at 08:53 PM · triggerfpsperformance

FPS is decreasing when 2 objects collides

As you can see here, when character collides with star, FPS is very little in editor and browser, and it's horribly slow on Android device. Why? Star's mesh collider is trigger.

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avatar image IainStanford · Aug 13, 2011 at 08:59 PM 0
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Sorry but no one is ever going to be able to help you out without any further information...not only that but it runs fine in my browser with no frame rate drop...

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Answer by Peter G · Aug 13, 2011 at 09:40 PM

I have no framerate issues with the stars, but it does dip slightly when I collide with the box. Without know a little more its hard to guess what the problem is. It could be the particle effect which would cause serious slowdowns from the detonator script and the graphics costs of particles on mobile devices.

The particle effect is a little complicated that could be it. It looks like you're using the detonator prefabs which while not expensive aren't free. Other things to think about are that none of the platforms you named have very good performance. I would suggest comparing the results to a standalone player to see how they work out.

Without some more information about the particle system and the physics settings such as the solver and iteration counts, any guesses are just shots in the dark.

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avatar image RankoR · Aug 14, 2011 at 09:23 AM 0
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O$$anonymous$$, what additional info do you need?

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Answer by RankoR · Aug 14, 2011 at 09:27 AM

I suggest, that it's because of complicated 3d-model of the star, because if I create a sphere and set it's collider to trigger, I have no frame rate drops.

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