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Question by leonalchemist · Oct 04, 2016 at 06:24 PM · 2dcollider2dlagmoving

Moving 2D collider and lag

Just wondering what is an efficient way to have a 2D collider and animation/movement script on an object without huge lag issues, in this example I have a rotating saw blade on a sprite that moves up and down and kills the player on collision. Closest possible solution is moving the rigidbody itself but wondering if there's another simpler solution?

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avatar image berk_can · Sep 09, 2017 at 04:01 PM 0
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I am wondering same thing, in my game there are too many flying enemies and they causes a lot of lag, first of all if you have edge or polygon collider turn them into box collider(s) I did that and experienced appreciable difference (I want to make it realistic so I used multiple box collider) , but I think there is another key points but I couldn't find answer for that so I am Upvoting this question

avatar image leonalchemist berk_can · Sep 11, 2017 at 02:24 PM 0
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woops, forgot about this thread since i's pretty old, found the answer myself, seems like pretty much the scenario is to move or rotate the rigidbody itself.

 //Ball and chain rotation trap
 private var rb2D : Rigidbody2D;
 function Awake() {
     rb2D = GetComponent.<Rigidbody2D>();
 }
 function FixedUpdate () {
         rb2D.$$anonymous$$oveRotation(rb2D.rotation + (-speed*10) * Time.fixedDeltaTime);
 }

or a similar situation to shoot an arrow for example

 public var arrow : GameObject;
 public var speed : float = 3;
 function SpawnArrow () {
     var arrowProjectile : GameObject = Instantiate(arrow, transform.position, transform.rotation);
     arrowProjectile.GetComponent.<Rigidbody2D>().velocity =
  (arrowProjectile.transform.right * speed);
 }

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Answer by leonalchemist · Sep 11, 2017 at 02:26 PM

Just reposting answer here to answer thread:

  //Ball and chain rotation trap
  private var rb2D : Rigidbody2D;
  function Awake() {
      rb2D = GetComponent.<Rigidbody2D>();
  }
  function FixedUpdate () {
      rb2D.MoveRotation(rb2D.rotation + (-speed*10) * Time.fixedDeltaTime);
  }

or a similar situation to shoot an arrow for example

  public var arrow : GameObject;
  public var speed : float = 3;
  function SpawnArrow () {
      var arrowProjectile : GameObject = Instantiate(arrow, transform.position, transform.rotation);
      arrowProjectile.GetComponent.<Rigidbody2D>().velocity =
   (arrowProjectile.transform.right * speed);
  }
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