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Performance Physics.Checkbox/CheckSphere vs Collider/Trigger
Hello, I'm currently working on collision detection. I have some NPC and I need to detect when there is a wall or an obstacle to make them stop or jump.
It's quite easy to achieve. I use a trigger that I put in front of them to collide with the wall or obstacle and activate a script.
But I could do the same by using Physics.CheckBox in the Update method to see if I collide with something. My question is what is more performant generally speaking , having a GameObject with a collider/trigger and using the OnCollider/Trigger method to call a function or using the Physics class to handle this kind of collision.
Answer by Sztormu · Oct 27, 2021 at 12:41 PM
Colliders will be generally more performant because they are designed to detect collisions every frame. I guess it's because they can precalculate values before play, cache variables and so on.
Here's a nice performance benchmark of colliders vs Physics.OverlapSphere: https://www.reddit.com/r/Unity3D/comments/eye8yk/performance_results_collider_vs_overlap_test/
Static methods from Physics may be useful and more performant for non per frame calls where the collider solution might be an overkill.
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