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Question by RLin · Jul 25, 2015 at 03:07 PM · rigidbodymobileperformanceoptimizationgravity

Why are gravity rigidbodies so performance costly?

I've read that rigidbodies are costly, but rigidbodies with use gravity checked are just a performance killer on their own, especially on mobile. I have tested it and can confirm that the gravity has a huge performance impact. So my question is, why is gravity so performance costly, and how can I simulate it without as much of a performance hit?

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Answer by zach-r-d · Jul 27, 2015 at 08:30 AM

The same setup has a huge performance hit when all that changes is checking Use Gravity? That's super weird. Good news is it's not hard to do manually, just put the following in FixedUpdate:

 rigidbody.velocity += new Vector3(0f, Physics.gravity*Time.fixedDeltaTime, 0f);

If that doesn't solve the performance issue, then it's not the gravity alone that's the problem.

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avatar image RLin · Jul 27, 2015 at 04:19 PM 0
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Strangely, this helped get rid of the performance issue. This is pretty much what gravity is supposed to do, so I have no clue why using this ins$$anonymous$$d is faster.

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