• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by everett24 · Aug 30, 2014 at 07:31 PM · physicscolliders

Does unity take disabled colliders into account with the collider limit?

I know Unity begins to slow the more colliders you have in a scene, so I was wondering if Unity acknowledges disabled colliders in any way?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Kiwasi · Aug 30, 2014 at 10:56 PM 1
Share

Easy enough to test. Build a new project and create a script to generate disabled colliders.

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by kacyesp · Aug 30, 2014 at 07:51 PM

Disabling colliders does improve performance. One of the general performance tips in Unity's wiki is to disable game objects.

In another post, a user stated: "in an empty scene with ~2300 small objects (210 triangles each) with MeshColliders and the Fist Person Controller prefab.

Disabling the MeshColliders didn't bring down the frame rate significantly, but in the Profiler, it brought the Physics.Simulate task down from 11.2% to 0.7%...

so definitely an impact."

Here's the link to that post: http://answers.unity3d.com/questions/221564/does-disabling-colliders-increase-performance.html

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image everett24 · Aug 30, 2014 at 07:57 PM 0
Share

thanks for explaining it to me one more piece of this would be is the collider still counted in the limit?

avatar image kacyesp · Aug 30, 2014 at 08:31 PM 1
Share

@everett24 Oh sorry, no they are not!

avatar image everett24 · Aug 31, 2014 at 07:12 PM 1
Share

thanks, that is good to know

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Physics artifacts on terrain seams 0 Answers

Active rigidbodies and number of Contacts 1 Answer

More realistic physics? 0 Answers

When and when not to use kinematic rigidbody? 2 Answers

Player with RB + capsule collider can easily penetrate ALL kinds of primitive colliders. What do I do to fix this? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges