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Question by MaT227 · Jun 24, 2013 at 07:58 AM · physicsraycastcolliderperformance

BoxCollider vs. RaycastAll

Hi,

I have to make a choice between BoxCollider and RaycastAll. I have to check if an object is in a certain part of a space. For the moment I do multiple RaycastAll, about 50, and I retrieve all the data I want. But is it a good performance choice ?

With RaycastAll I can have the distance between the Raycast and the object and it seems to avoid High speed objects. And I don't have to create GameObjects to hold BoxCollider.

But for me, BoxCollider are better for performance but I can't have the distance and I would have to create useless GameObjects, about 50.

What would be the best solution ? What are the cost of those technics ?

Thanks a lot !

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avatar image Linus · Jun 24, 2013 at 10:16 AM 1
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How often is the counting done? Unless its done every frame I do nt think you will notice much performance difference.

Do what works best, then worry about performance when/if needed.

avatar image MaT227 · Jun 24, 2013 at 11:02 AM 0
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Yes it's done on update.

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Answer by Zuwolf · Jun 24, 2013 at 09:20 AM

Raycasting is a good way to detect/foresee objects/collisions, but in your case to detect an object in a specific space a collider with Trigger is less greedy and well-adjust to your needs. I can't tell you what are the cost because i'm not an Unity expert but you can do tests with a lot of objects and you'll see who's be more powerful.

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Answer by MountDoomTeam · Jun 24, 2013 at 10:42 AM

detect position in space = compare object.transform.position with other positions detect collisions with other objects = overlap sphere, spherecast, ontrigger, etc.

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