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Question by aero80 · Aug 31, 2013 at 05:04 PM · physicscollidersmovecharacter controller

Physics for Moving Objects

I recently started working on an infinite running type of game. I decided to go with the world moving beneath the characters feet approach. Character only moves sideways , jumps etc.... I chose this approach because even if its the other way around I plan to have a different move speed for each obstacles and as unity guys suggests teleporting the player to the origin at some point seems complicated and may not be smooth.

Either way I will have a lot of objects in my hand that needs to detect collisions yet doesnt need any other physics stuff and will be moving without any force so I was wondering what type of physics setup I need for the character and the moving obstacles for good mobile performance. Digging through forums and unity documentation:

Kinematic rigidbodies : Some people still reports low performance on this one. There might be a lot of objects at a time on the screen.

Character controllers : Unity says use this one on enemies and characters. But I kinda find it weird to have this thing even on a simple pickup object(I guess even trigger objects needs to be kinematic if they are moving).

Or is there some other solution Iam missing

Thanks

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