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Character Controllers vs Rigidbody in a 2D fashion

Discussion in 'Scripting' started by Copywright, Jul 2, 2013.

  1. Copywright

    Copywright

    Joined:
    Apr 17, 2012
    Posts:
    21
    Hey,

    I'm heard that it's general consensus that Character Controllers are expensive, and having too many object using them is bad practice. In my case, I use them for my player and AI characters in my 2D sidescroller, but I haven't really run into any issue yet as I've only been using one other AI character.

    I'm planning to have a large amount of moving sprites in a scene, and I'm wondering now: what is the alternative to the character controller?

    Rigidbodies with forces seems kind of unnecessary, because it's not really a physics gamed game at all. Is Rigidbody.MovePosition a bad idea? Or how is just straight-up transform.Translate? Any solution providing the same movement with lesser performance cramp is welcome.

    Thanks in advance