For performance optimization, Unity calculates all the volumes in the scene, including the Static collider and
This information exists in "Cash", and for stationary objects, with this information, there is no need
Again every frame is recalculated. If a static object is moved, stretched, or rotated, it is
The static collider is operated accordingly, Unity will recalculate the still collider again and
Times to "Cash". Recalculating "Cash" consumes resources. Dynamic objects can be arbitrarily
Move, stretch and rotate, while unity does not re-upload any collision volume into "Cash".
In unity, we move the collider, and we just need to tell unity which objects are dynamic
。 Can be defined by the "rigidbody" component, any group containing "Rigidbody"
Objects will be treated as dynamic objects. Conversely, it is a static object.
Note: This article excerpt from video "Unity Official example Tutorial Roll-a-ball", video resources from the game Bull net
A small problem with unity physics optimization