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Moving a regular Unity primitive and PhysX performance
It seems that a regular Unity primitive (ie, default sphere, cube, etc) are all static colliders as defined in: http://unity3d.com/support/documentation/Manual/Physics.html
But, the manual mentions that you should never move it directly on a "frame by frame basis" due to issues with PhysX. Instead, you're supposed to turn that into a kinematic rigidbody...
I guess my question is basically:
Should everything that might possibly collide but is moved by script be a kinematic rigidbody?
Does this apply to all platforms, or just NVIDIA ones?
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