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Question by Kire · Apr 21, 2015 at 11:51 AM · collidertriggerperformance

collider trigger or scripting

What's better for performance?

Use a collider with a trigger or use an array and check the distance or something and starts an action?

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avatar image Kire · Apr 21, 2015 at 09:08 PM 0
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Thanks for the replies.

I am trying to get GC alloc a low as possible. If I use a collider with a trigger with a simple function in TriggerStay it cost directly GC Alloc(few kb) for each loaded object.

I also try to get the same affect with scripting. I put all the neccesarry objects in a list/array. Start a function when the distance is low enough.

When i got a lot of moving ojects thats reacts with each other. What is a common way to to handle them?

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Answer by Berge · Apr 21, 2015 at 11:59 AM

Raycast will give you more accurate selection of which object you want to trigger an action on. (you can point at an object with a ray and check distance, and get info about the object the ray hits etc..) Triggers would be better for preformance, but won't give you the same accuracy.

https://unity3d.com/learn/tutorials/modules/beginner/physics/raycasting

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Answer by ShabihDesperado · Apr 21, 2015 at 12:00 PM

If you check only the layers you need in project settings -> physics you will get a nice performance. If you make your own script will depend how good programmer you are.

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Answer by Kire · Apr 22, 2015 at 01:11 PM

I found the problem. I did all de debugging with the editor. When I use the profiler on the phone the gc alloc disappear. I read on a forum that get component is zero, create gc alloc when the profiling is set on the editor.

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