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Question by Aaron_T · Apr 23, 2016 at 10:08 PM · optimizationlag

Experiencing major performance issues when moving gameobjects overlap.

I'm working on a 2D game and am doing my best to optimize performance, but I think I may be doing something wrong here. When I get moving objects that overlap each other my fps drops significantly.

Here are some FPS stats:

  • 10 objects all exactly on top of each other (all starting at same x, y and z): < 1FPS

  • Each object's sprite overlapping another by at least 50% (all starting at same x and z, y difference of 1 between each object): ~50FPS

  • Each object's sprite overlapping another by about 5% (same x and z, y difference of 2 between each object): ~95FPS

  • Further separating the objects yields negligible increases in FPS.

Additional Information:

  • Using the profiler on the laggy examples shows that the biggest CPU user is Physics2D.FixedUpdate > Physics2D.Simulate. Everything else has negligible impact on CPU usage.

  • The objects that are moving each have multiple custom scripts attached to them, rigidbody 2Ds (Is Kinematic: True, Collision Detecion: Discrete), Polygon Collider 2Ds (Is Trigger: True), and Sprite Renderers.

  • The only thing moving the objects is a line in OnEnable() that says "GetComponent().velocity = -transform.right * speed;"

Is there something I could change to remove these fps drops because my game will need to have many objects (ships and projectiles) and be playable on mobile devices. Any help is much appreciated!

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