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Question by amirm57 · Aug 13, 2015 at 09:03 AM · transformperformancerigidbody2d

Performance Issue with RigidBody2D

Hi,

I have a gameObject that has a rigidbody2D and also a circleCollider2D which is not "IsTriggered". Right now i'm moving and rotating this gameobject using transform.traslate,transform.forward,transform.rotation and other functions in transform class.

My question is : Is it good for a game object that has a rigidbody2D and a circleCollider2D to be 1-move and 2-rotate it with transform class(like transform.forward , transform.rotate . transform.translate etc. ? Hope you understand what i,m saying . My english isn't really good, so I apologize for any mistakes.

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avatar image amirm57 · Aug 13, 2015 at 03:23 PM 0
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I have read somewhere that it would be expensive

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Answer by MelvMay · Aug 13, 2015 at 10:16 AM

If you are doing this then set the Rigidbody2D property of 'IsKinematic' to true otherwise it will be a dynamic rigid-body which should not be moved via the Transform component.

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avatar image amirm57 · Aug 13, 2015 at 03:23 PM 0
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i need to set the transform.forward of the gameobject so that the gameobject faces against another gameobject.The problem is that i have no choice but to use transform.forward . What should i do in this case?

avatar image MelvMay ♦♦ · Aug 14, 2015 at 12:00 PM 0
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Do what I said above.

avatar image alteredgene-london · Aug 14, 2015 at 12:29 PM 1
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i suggest having a child game object which holds the graphic of your game object which you can flip or rotate.

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