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Question by Maxii · Mar 29, 2015 at 10:23 PM · colliderstatic

Unity 5 Static Collider performance

Having read about the Static collider x10 performance improvements in Unity5, it begs the question: Will it still make sense performance-wise to attach a kinematic rigidbody to most every static collider (like many do in Unity 4), or is the performance improvement sufficient to make this optimization moot?

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Answer by cariaga · Mar 30, 2015 at 07:05 AM

Rule of thumb

if it is expected to be moved then add a "rigidbody" and make it "non-static".

if it is not going to move during the life-time of the game then make it "static" without a "rigidbody".

isKinematic is just a way if we want other rigidbody to affect it or not . An example of this is a sliding door that should normally act as an immovable physical obstacle but can be opened when necessary.

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avatar image chrissweeney · Oct 16, 2015 at 06:28 PM 0
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So, in Unity 5 is there indeed still a (net) performance penalty for moving a static collider?

What I've read seems to suggest "no": http://blogs.unity3d.com/2014/07/08/high-performance-physics-in-unity-5/

However, the Profiler appears to be saying "yes".

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