Can someone more experienced with game and physics engines explain me this behavior.
Lets say we have some game object file with collision object of type trigger and some shape and different group and mask (as example, “friend” and “enemy”).
If we spawn with factory a lot of such objects (1000+) where theirs shapes intersect a lot (like placing them in one point) it impacts fps much much more compared to when they are not intersecting.
So the questions are:
- Why they are detecting each other even though they are belong to one group “friend” and detect completely different “enemy”? And why intersection impact it that much?
- Profiler detects that most of the time is spent on “Kinematic update”, even though we have trigger type collision object. Why?