Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by username_ · Jun 04, 2014 at 05:17 PM · rigidbodycollidermove an objectobject pool

Collision detection with pooled objects

I have a lot of objects that have colliders on them, and don't move, except when pooled. They are not affected by physics. How should the setup be like? My player has a rigidbody, and a collider. All other items should be just colliders? Than I would get problems from moving them around as I pool and reuse them. How is this usually done?

To simplifiy the question:

I do now use physics to move objects. Everything is animated, or moved via transform.

Object A:

  • is pooled

  • does not move any other way (eg: wall)

  • should collide with player

  • has hundreds of instances

  • has box collider

Object B:

  • the player

  • should collide with object A-s

  • has box collider

  • has rigidbody

Is this setup correct? When I reuse object A, and move it to a new position, that is bad for performance as far as I know.

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image andrew-lukasik · Jun 04, 2014 at 06:11 PM 0
Share

To get any reasonable answer you must provide clear and complete description of this situation and given problem.

avatar image username_ · Jun 05, 2014 at 06:43 AM 0
Share

edited question.

avatar image rutter · Jun 05, 2014 at 07:19 AM 0
Share

What's the question?

Generally, object pools are just mechanisms to recycle objects; when everything is set up correctly, the fact those objects are pooled is only important when creating/destroying them.

So, pools shouldn't affect colliders, and colliders shouldn't affect pools. If they do, something is possibly going wrong. Perhaps there are objects or components that should be disabled some of the time (for example, disabling colliders while they shouldn't be colliding).

If there's a specific problem, here, I'm not seeing it.

avatar image username_ · Jun 05, 2014 at 08:12 AM 0
Share

I get huge spikes in performance when I move around the pooled objects. That's my problem.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make an object 'push' my character out of the way upon collision? 0 Answers

Avoid one gameObject skin in another gameObject 2 Answers

how to Apply Gravity at Run time ..????????? 2 Answers

OnCollisionEnter not triggering when two rigidbody collide via Instantiate 1 Answer

Does collider size affect performance? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges