I have measured the moving collider performance issue raised by @Marcos-Elias, @ristophonics, and @razzraziel. With 10k collider objects (boxes with a collider component), if I continuously transform the group by transforming the scene root, there is a significant physics load seen in the profiler. As I did in my latest paper, I ran it on my core i5 laptop and, with very little geometry visible, and used the mouse keys to continually move the scene root. In the first image attached, on the left of the screen can be seen the simple visible geometry and profiler window on right. You need to tell Unity to not perform unnecessary processing when the scene root is moved and this can be by turning off the active hierarchy above the colliders before each transform and back on after it: Code (CSharp): nucleonsGroup.SetActive(false); // Move the scene to the new position by changing scene parent object transform. transform.Translate(rotated_transform); nucleonsGroup.SetActive(true); The next image shows what happens when I do this. The profiler measurements show that the magnitude of processing devoted to collider movement is now much less compared to the proportion of cpu devoted to rendering a few simple objects, even while continuously transforming 10,000 colliders. Therefore, moving colliders does not need to cause a significant performance load.