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Unity中Collider和剛體Collider性能對比

測試方式:

每個對象做大範圍正弦移動,建立1000-5000個對象,保證場景分割樹的實時更新,并測試幀率

測試腳本:

移動腳本:

Unity中Collider和剛體Collider性能對比
Unity中Collider和剛體Collider性能對比
using UnityEngine;
using System.Collections;

public class Test1 : MonoBehaviour
{
    public Rigidbody rigidbodyObj;


    void FixedUpdate()
    {
        switch (Random.Range(0, 3))
        {
            case 0:

                transform.position = Vector3.forward * Mathf.Sin(Time.time * 180) * 180;
                //rigidbodyObj.position = Vector3.forward * Mathf.Sin(Time.time * 180) * 180;

                break;

            case 1:

                transform.position = Vector3.left * Mathf.Sin(Time.time * 180) * 180;
                //rigidbodyObj.position = Vector3.left * Mathf.Sin(Time.time * 180) * 180;

                break;

            case 2:

                transform.position = Vector3.right * Mathf.Sin(Time.time * 180) * 180;
                //rigidbodyObj.position = Vector3.right * Mathf.Sin(Time.time * 180) * 180;

                break;
        }
    }
}      

View Code

生成器腳本:

Unity中Collider和剛體Collider性能對比
Unity中Collider和剛體Collider性能對比
using UnityEngine;
using System.Collections;

public class Test2 : MonoBehaviour
{
    public int count = 10000;
    public GameObject template;


    void Awake()
    {
        for (int i = 0; i < count; i++)
        {
            var go = Instantiate(template);
            go.transform.position = Random.insideUnitSphere * 10f;
        }
    }
}      

測試結果:

i5的配置下

500個動力學打開的剛體Collider已經小于20fps,使用Rigidbody.position移動和使用Transform.position移動差别不大。而且500個打開了重力的剛體Collider僅有3fps

1萬個非剛體Collider可以達到30-35fps,并且和是否開關Trigger無關。由于非剛體Collider是被動觸發,我還測試了下沒有Collider的情況,似乎幀率是快了1-2fps并且相對穩定,也可能是錯覺。