Collectable items without Rigidbody?
So, I've set up my inventory(ages ago) and used Rigidbodies for the 3D objects the player can pick up(The inventory is fully functional, drag/drop - stacking,etc). My only issue is the ammount of physics calls it's calling!
Is there any way I can have an object the player can pick up that isn't static but uses MINIMAL physics calls? If the game is rendering 100 objects on screen at once all with Rigidbodies, the physic calls will go insane.
NOTE: I can pick up objects without rigidboides as the player uses an RB, but I want my objects to be intractable(physics) but interacting with like 100 at a time is a bit too much.
ANY help to reduce the amount of physics calls would be very appreciated, the game has a credit menu, I'll be sure to credit!
Here are a few ideas I already have: OnCollisionEnter - set RB to sleep OnBecameInvisible - set RB to sleep, disbale all scripts (then reverse when visible) OnBecameInvisible - set all RBs calling this to Kinematic as well as above ^?
I'm still learning optimisation
Your answer
![](https://koobas.hobune.stream/wayback/20220612150707im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Rigidbodies colliding with each other ignore mass, details inside. 0 Answers
How to fix this problem? 1 Answer
Proper way to set a RigidBody's maximum velocity 1 Answer
AI detect incoming rigid body position placement to catch it 1 Answer
How would one go about implementing Unreal's Suggest Projectile Velocity function in Unity? 1 Answer