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November 26, 2019 11:32
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Test script for profiling moving of colliders with various configurations in Unity
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using System.Collections.Generic; | |
using UnityEngine; | |
public class ColliderMovingCost : MonoBehaviour { | |
[SerializeField] private bool _useKinematicRigidbodies = true; | |
[SerializeField] private bool _moveCollidersUsingRigidbody = false; | |
private List<Transform> _colliderTransforms; | |
private List<Rigidbody> _colliderBodies; | |
const int ColliderCount = 1024 * 8; | |
void Start() { | |
_colliderTransforms = new List<Transform>(); | |
_colliderBodies = new List<Rigidbody>(); | |
for (int i = 0; i < ColliderCount; i++) { | |
var go = new GameObject("Collider_" + i); | |
var collider = go.AddComponent<BoxCollider>(); | |
var xform = go.GetComponent<Transform>(); | |
xform.position = Random.insideUnitSphere * 32f; | |
_colliderTransforms.Add(xform); | |
if (_useKinematicRigidbodies) { | |
var body = go.AddComponent<Rigidbody>(); | |
body.isKinematic = true; | |
_colliderBodies.Add(body); | |
} | |
} | |
} | |
void Update() { | |
if (_moveCollidersUsingRigidbody) { | |
for (int i = 0; i < ColliderCount; i++) { | |
_colliderBodies[i].MovePosition(Random.insideUnitSphere); | |
} | |
} else { | |
for (int i = 0; i < ColliderCount; i++) { | |
_colliderTransforms[i].Translate(Random.insideUnitSphere, Space.World); | |
} | |
} | |
} | |
} |
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