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What's more performance-friendly? 2D Physics or Animated FBX?

Discussion in 'Getting Started' started by Neikke, Sep 24, 2018.

  1. Neikke

    Neikke

    Joined:
    Jun 23, 2017
    Posts:
    72
    Hi,

    I want to have falling rocks (simple lowpoly meshes with 2D Colliders attached) in my mobile game. Can anyone please suggest me what's more performance-friendly having them animated in 3d package and then importing them as animated FBXs in game scene, or using real 2D physics inside of Unity and having them falling down and reacting to the Ground? Thanks!
     
  2. Joe-Censored

    Joe-Censored

    Joined:
    Mar 26, 2013
    Posts:
    11,847
    My guess would be the animation, but it will depend on a variety of factors specific to your implementation of either. I'd try them both and go with the one you're most happy with.
     
  3. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Create the following benchmark tests:

    Moving in code with jobs (and ECS if you can figure ECS out, optional)
    Legacy Animation component
    Animator
    Physics

    Since all of them can win for different reasons, depending on the project. It's part of the programmer's job to make these tests, it's a days work I'd guess but really well spent because nobody can tell you, and you'll go with what sounds like good advice and end up really missing out.
     
    Joe-Censored likes this.