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Physics Optimization

JungSu Kim edited this page Jan 26, 2016 · 1 revision
  • 물리 시뮬레이션을 꼭 구현해야 하는가?
  • 물리 프레임의 스케일 조절
  • 물리 충돌체 설정
  • 고정 충돌체의 이동
  • 물리의 휴면 상태 조절
  • 모바일 환경에서의 최적화 방법
    • You can adjust the Fixed Timestep setting (in the Time manager) to reduce the time spent on physics updates. Increasing the timestep will reduce the CPU overhead at the expense of the accuracy of the physics. Often, lower accuracy is an acceptable tradeoff for increased speed.
    • Set the Maximum Allowed Timestep in the Time manage in the 8-10fps range to cap the time spent on physics in the worst case senario.
    • Mesh colliders have a much higher performance overhead than primitive colliders, so use them sparingly. It is often possible to approximate the shape of a mesh by using child objects with primitive colliders. The child colliders will be controlled collectively as a single compound collider by the rigidbody on the parent.
    • While wheel colliders are not strictly colliders in the sense of solid objects, they nonetheless have a high CPU overhead.
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