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Question by Anxo · Aug 07, 2014 at 04:12 PM · physicsoptimizationlag

Physics Optimization.

Hello. I am running a game with hundreds of "particles" (cyrcles) with a circle collider on them. Each "particle" has a script on it that I am trying to optimize as much as possible as it will be running on many many objects at the same time. This is what I got so far but if you notice anything where I can further optimize this class. Please let me know.

Thank you.

 public class ParticleScript : MonoBehaviour
 {
         public bool alreadySuckedIn = false;
         public bool alreadyCloggedIn = false;
         public int PoolID = 0;
         public float maxSpeed = 4f;
         private int scaleDelay = 20;
         public int WorthPoints = 0;
         private ObjectPool objectPool;
         private Rigidbody2D _myRigidbody;
 
         public void Start ()
         {
                 _myRigidbody = rigidbody2D;
         }
 
         public void FixedUpdate ()
         {
 
                 float myVelocitySqr = _myRigidbody.velocity.sqrMagnitude;
                 if (myVelocitySqr == 0.0f)
                         return;
                 if (myVelocitySqr > maxSpeed) {
                         _myRigidbody.velocity = _myRigidbody.velocity.normalized * maxSpeed;
                 }
                 _myRigidbody.AddForce (RandomWind.WINDDIRECTION);
                 if (alreadyCloggedIn)
                         gameObject.rigidbody2D.Sleep ();
 
                 Vector3 myPos = transform.position;
 
                 if (myPos.x > 20f)
                         objectPool.Store (gameObject, PoolID);
                 else if (myPos.x < -20f)
                         objectPool.Store (gameObject, PoolID);
                 else if (myPos.y > 8f)
                         objectPool.Store (gameObject, PoolID);
                 else if (myPos.y < -8f)
                         objectPool.Store (gameObject, PoolID);
 
 
 
         }
 }
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