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Effector2D physics performance

Discussion in 'Physics' started by imaginaryhuman, Feb 13, 2015.

  1. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Just a quick note to say that I have a project which needed a lot of conveyor belts, to move objects along, and implemented it with `rollers`, like 5 rollers per block. The rollers had to rotate with a script, and have a physics material with some friction. Performance was not super great.

    When I switched out these for surface effectors (unity 5), applied to a single rectangular 2d collider, physics performance more than doubled! So now my scene which was `too slow` even for my iPad Air, is now running nice and smooth. Thanks Unity!
     
  2. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    11,321
    You're most welcome. Effectors are pretty efficient simply because they hook-in at a low-level and consume contacts that apply to them as they happen so they don't need to check for applicable stuff each physics update. This also means that from a 2D physics update point-of-view, they take zero cpu overhead if nothing is in contact with them.
     
  3. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Yah the proof is in the pudding... they are definitely a more efficient, and easier to use addition.