Optimize the synchronization of Transform values with the physics system to improve performance and query accuracy.
By default, Unity defers physics transform syncing. If you change a Transform value and then immediately query the physics world, the physics system might not become aware of the change unless it’s explicitly communicated. You can control this behavior by enabling or disabling Auto Sync Transforms.
The recommended best practice is to disable Auto Sync Transforms, which is disabled by default. If you modify a Rigidbody or a Collider component’s transform values directly and then immediately need to perform a physics query that depends on that object’s new position in the same frame, manually call Physics.SyncTransforms before the query. This ensures the physics world is up-to-date with the transform values changes for accurate query results. Note: Physics.SyncTransforms is crucial for accurate queries when Auto Sync Transforms is disabled, especially if Physics.simulationMode is set to Script, and you’re querying as detailed in Optimizing physics for query-only or non-simulating games.
To enable or disable Auto Sync Transforms in the Editor:
To enable or disable Auto Sync Transforms in script, set Physics.autoSyncTransforms to true or false. Setting Physics.autoSyncTransforms = true; has the same effect as enabling Auto Sync Transforms in the Project Settings.