NodeCanvas Forums Support Performance

This topic contains 2 replies, has 3 voices, and was last updated by  driiade 10 months, 3 weeks ago.

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
  • #12423


    What is it better for iOS in terms of performance and memory, to use a rigid body and on trigger enter or to use the condition “get distance”
    Also, would you hide and unhide UI or keep them active from the loading time and only make them present in the screen by triggering an animation with the animator controller?
    thanks for your help




    -I would say that “Check Distance” condition would be much better than testing any kind of physics in any case.
    -Hide/Unhide UI is most of the times the way I prefer to do it, unless of course you want to have slide in/out of screen animations, in which case you will need some kind of animation anyway, thus hide/unhide instantly would not be an option 🙂

    I hope this helps 🙂



    Checking the distance depend on how many gameObject you check.

    If you have more than… 100 gameobjects, use SphereCollider to check. Because PhysicsX use QuadTree and space partitionning to handle ton of colliders :).

Viewing 3 posts - 1 through 3 (of 3 total)

You must be logged in to reply to this topic.