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Does unity take disabled colliders into account with the collider limit?
I know Unity begins to slow the more colliders you have in a scene, so I was wondering if Unity acknowledges disabled colliders in any way?
Easy enough to test. Build a new project and create a script to generate disabled colliders.
Answer by kacyesp · Aug 30, 2014 at 07:51 PM
Disabling colliders does improve performance. One of the general performance tips in Unity's wiki is to disable game objects.
In another post, a user stated: "in an empty scene with ~2300 small objects (210 triangles each) with MeshColliders and the Fist Person Controller prefab.
Disabling the MeshColliders didn't bring down the frame rate significantly, but in the Profiler, it brought the Physics.Simulate task down from 11.2% to 0.7%...
so definitely an impact."
Here's the link to that post: http://answers.unity3d.com/questions/221564/does-disabling-colliders-increase-performance.html
thanks for explaining it to me one more piece of this would be is the collider still counted in the limit?
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