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Question by Konsicrafter · Jan 24, 2017 at 02:14 PM · unity 5scripting problemphysicstransform.positionperformance optimization

RigidBody.velocity or transform.position

Hello, I have a game with Turrets. As they shoot, they produce many projectiles (probably thousands). Every projectile has a script on it, which moves the projectile using

 transform.position += transform.forward * speed * Time.deltaTime;

in the Update method. I thought about using RigidBody force instead, as the projectiles have attached rigidbodies anyway. When I use force, I only have to set the rigidBody velocity in the Start() method.

I don't know, whether I should use the physics movement using rigidBody.velocity or transform.position.

Which one is better in performance with hundreds/thousands of gameObjects?

I also thought about merging projectiles into one gameObject and creating meshes, but because of the projectile Inaccuracy and deviation this would be very hard.

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Answer by Raresh · Jan 24, 2017 at 02:25 PM

Use velocity please. There are a lot of reasons why.

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avatar image Konsicrafter · Jan 24, 2017 at 02:29 PM 1
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Thank you, Could you give me some of the reasons please? So I can understand you point?

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