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Is the penalty for moving a collider without rigidbody much higher on 5.3?

Discussion in '5.3 Beta' started by Manny Calavera, Nov 23, 2015.

  1. Manny Calavera

    Manny Calavera

    Joined:
    Oct 19, 2011
    Posts:
    205
    So I have a large scene with a few moving objects that contain a CircleCollider2D (Is Trigger == true) and no rigidbody*.

    Now when my character walks over these moving objects it takes up to several seconds for OnTriggerEnter2D() to be called.

    Did anyone notice such delay? I was under the impression that the penalty for moving static colliders was going to decrease in Unity 5, no?


    * Yes, yes, I know we're not supposed to be moving colliders without rigidbodies. This is just one of my test cases in my test scene.
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,321
    Reducing the penalty for static colliders in Unity 5 was talking about PhysX (3D physics) and not Box2D (2D physics). You should use a Rigidbody2D set to be kinematic. Any particular reason why you are avoiding doing that?

    Nevertheless, you seem to be talking about a delay in time for a callback to occur which is nothing to do with the above in either case. More detail is needed though such as what is the set-up for the 'character', what version of Unity etc.