Version: Unity 6.0 (6000.0)
语言 : 中文
Optimize transform value syncing
Use the layer collision matrix to reduce overlaps

Move static colliders to prevent performance issues

Properly manage static colliders when they move to avoid performance issues.

A Static collider is a__ GameObject__Unity 场景中的基础对象,可以表示角色、道具、风景、摄像机、路径点等。GameObject 的功能由所附的组件决定。更多信息
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with a Collider component but no Rigidbody or ArticulationBody component attached. You can use static colliders for objects that don’t move during gameplay, such as terrain, buildings, or other environmental features.

When you move a static collider by changing its transform values, the physics system detects the change and updates its internal spatial structures during the next physics step or when Physics.SyncTransforms is called. If you want to make frequent changes to the transform values of a static collider between physics simulations steps when you execute gameplay code, use a Kinematic Rigidbody component instead.

If you want to move a static collider, the recommended best practice is that you don’t add a Rigidbody component to a static object solely to move that GameObject. If it doesn’t need a physics simulation, you’re adding an unnecessary performance burden.

Additional resources

Optimize transform value syncing
Use the layer collision matrix to reduce overlaps