Search Unity

  1. Unity 2020.1 has been released.
    Dismiss Notice
  2. We are looking for feedback on the experimental Unity Safe Mode which is aiming to help you resolve compilation errors faster during project startup.
    Dismiss Notice
  3. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

2D 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

    Oct 19, 2011
    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


    Unity Technologies

    May 24, 2013
    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.