- Home /
CPU usage, fps and colliders
Hello, I have a small question. I have a long map, it has like 50 box colliders (2d if it matters) and it will have more at the end, maybe 100-200. I need for some purpose, doesn't metter what, to duplicate all colliders. so I will have 100 box colliders. now, there isn't any overlap between layers. What I mean is this:
the first 50 colliders are in layer 1, the duplicated colliders are in layer 2. now I have all kind of objects in layer 3 and layer 4. The following layers are ignoring physics: 1-2,1-4,2-3,3-4
Since I don't know how the physics engine in unity works, I wonder if doing that will make the CPU usage higher and will drop the FPS than just having 50 colliders and no ignorePhysics.
Hope I explained myself good enough :S
Probably fine for a computer, not sure about mobile development though :/ Can't you optimize it? Possibly build the level so its a single mesh and then just use 1 mesh collider.
umm, it's a must for me to have all these colliders. btw it's physics2d, so no meshcollider. anyway, you say it's fine on computers? cause I'm thinking since I use the ignorePhysicsLayer to achieve the same result, why should it effect the cpu usage?
more comments? I want to be sure before I go down that road.
Profile it! That's the only way to be sure. If the colliders are just static, I don't think they should add much to the CPU overhead unless you have a lot of active rigidbodies moving around. The internal tree structures should do a good job of ignoring colliders at a distance.
Your answer
Follow this Question
Related Questions
Massive performance decrease in 3.4 / Device.Present taking large amounts of time 4 Answers
FPS alternate each time I run my application. Sometimes it's 100, sometimes its 500... 1 Answer
Does disabling colliders increase performance? 2 Answers
Fire and forget coroutines 1 Answer
Unity Recommended Specs 0 Answers