In my game I have plenty of destructible objects (rocks, etc). Each object has a mesh collider, kinematic rigidbody, and simple script to store object's data (health, etc.). I have implemented an optimization mechanism by disabling distant object's collider, and only enable nearby ones. However, it doesn't improve the performance any tiny bit. In order to make any difference I have to disable the whole game object completely (which I hope it is not the only solution). It's not like I haven't searched/googled this problem yet, I have. Somewhere I read that setting rigidbody to kinematic will make the physic to ignore it completely. I haven't confirmed this yet. But based on this problem that statement might be not true (?). Here is a pic showing before and after I disabled all destructible objects: Before (objects are enabled): After (objects are disabled): So is there any other way to disable rigidbody? I mean other than setting it to kinematic since it doesn't seem to work. And preferably without having to remove the rigidbody component at all. I've had this problem for a long time actually, but only managed to make a thread about it now. I'd highly appreciate any help. Thanks in advance!