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Question by ina · Dec 27, 2011 at 10:52 PM · physicsrigidbodycolliderskinematicphysx

Moving a regular Unity primitive and PhysX performance

It seems that a regular Unity primitive (ie, default sphere, cube, etc) are all static colliders as defined in: http://unity3d.com/support/documentation/Manual/Physics.html

But, the manual mentions that you should never move it directly on a "frame by frame basis" due to issues with PhysX. Instead, you're supposed to turn that into a kinematic rigidbody...

I guess my question is basically:

Should everything that might possibly collide but is moved by script be a kinematic rigidbody?

Does this apply to all platforms, or just NVIDIA ones?

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avatar image ina · Dec 28, 2011 at 01:34 AM 0
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Updated with whether this is platform specific

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