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Question by Zergling103 · Jan 23, 2015 at 11:30 PM · rigidbodycollidertriggerperformance

Is it slow to move a rigidbody's child/compound collider?

So, I have a rigidbody, and I also have a collider parented to it. -- Is it slow to move the collider directly, even though it a child of a rigidbody (and thus is not static)?

What about if the collider is moved via an animation? In our game we have a character with colliders attached to each of his major bones; they are triggers and act as hitboxes for a sort of FPS type game. At the root there is a rigidbody. The character is animated via an Animator. I am also running a script which modifies the animation by moving the character's arm and leg transforms. -- Is this slow, and if so, why?

If I gave all of the hitboxes kinematic rigidbodies, would this resolve the slowdown? Would the animator still cause slowdown? Would it still be slow to manipulate the character's transforms? If so, why?

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avatar image Psyco92 · Sep 25, 2016 at 01:29 AM 0
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I am in a similar situation, but am wondering if it is even possible to "safely" move the child colliders, as doing results in my rigidbody (root) drifting unexpectedly

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Answer by Spartiate0033 · Sep 25, 2016 at 02:07 AM

I don't know whether or not it is slow, but I will simply tell you to not worry about. Game optimization is something done towards the later stages simply because you will spend more time over analyzing every little thing and trying to 'optimize' but will only end up ballooning your development time.

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