Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ziv03 · Dec 29, 2013 at 02:36 PM · fpsperformancecolliderscpu

CPU usage, fps and colliders

Hello, I have a small question. I have a long map, it has like 50 box colliders (2d if it matters) and it will have more at the end, maybe 100-200. I need for some purpose, doesn't metter what, to duplicate all colliders. so I will have 100 box colliders. now, there isn't any overlap between layers. What I mean is this:

the first 50 colliders are in layer 1, the duplicated colliders are in layer 2. now I have all kind of objects in layer 3 and layer 4. The following layers are ignoring physics: 1-2,1-4,2-3,3-4

Since I don't know how the physics engine in unity works, I wonder if doing that will make the CPU usage higher and will drop the FPS than just having 50 colliders and no ignorePhysics.

Hope I explained myself good enough :S

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PlasmaByte · Dec 29, 2013 at 02:41 PM 0
Share

Probably fine for a computer, not sure about mobile development though :/ Can't you optimize it? Possibly build the level so its a single mesh and then just use 1 mesh collider.

avatar image ziv03 · Dec 29, 2013 at 03:00 PM 0
Share

umm, it's a must for me to have all these colliders. btw it's physics2d, so no meshcollider. anyway, you say it's fine on computers? cause I'm thinking since I use the ignorePhysicsLayer to achieve the same result, why should it effect the cpu usage?

avatar image ziv03 · Dec 30, 2013 at 12:09 AM 0
Share

more comments? I want to be sure before I go down that road.

avatar image TowerOfBricks · Dec 30, 2013 at 01:27 AM 0
Share

Profile it! That's the only way to be sure. If the colliders are just static, I don't think they should add much to the CPU overhead unless you have a lot of active rigidbodies moving around. The internal tree structures should do a good job of ignoring colliders at a distance.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity UI Slowing Down Android Phone 0 Answers

Problem with the performance when activating gameObject 0 Answers

Is it possible to get the value of waitForTargetFPS? 1 Answer

Profiler Windows - What is "Others" 1 Answer

Raycasting colliders moved by Mechanim animation? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges