I've noticed that in both Physx and Box2d related cases performance of OverlapXNonAlloc queries decrease drastically as soon as total physical objects count reach > 1k. I'm working on both mobile projects (as a day job) and a pc project (as a hobby), and encountered this behavior. Using layer masks doesn't mitigate this issue and has bare minimum performance impact. As soon as collider count raises Overlap checks become more and more costly. Note that this is also the case with the "cheapest" colliders, such as sphere, or circle. Tricks I've done so far involve storing collider objects / behaviours and checking againsts squared distance (for OverlapSphere / OverlapCircle) cases. In most cases it is magnitudes faster if the actual seek'd objects count is less than total collider counts. (E.g. instead of looking through with OverlapSphere, for players around via mask). Boxes are much trickier though. No idea how to approximate boxes (unless drop precision and use same method above). And also splitting Overlap queries across multiple frames, done that, works wonders in cases where it is possible, but even then query cost raises like crazy on high counts (>1k colliders?). So, my question is, how to bypass / address these limitations? Any suggestions about high collider count optimizations and OverlapX query usage?