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Move static colliders to prevent performance issues

Understand best practices for moving static colliders and when to use Kinematic Rigidbody components instead.
Read time 1 minuteLast updated 13 days ago

Properly manage static colliders when they move to avoid performance issues.
A Static collider is a GameObject with a Collider component but no Rigidbody or ArticulationBody component attached. You can use static colliders for objects that don't move during gameplay, such as terrain, buildings, or other environmental features.
When you move a static collider by changing its transform values, the physics system detects the change and updates its internal spatial structures during the next physics step or when
Physics.SyncTransforms
is called. If you want to make frequent changes to the transform values of a static collider between physics simulations steps when you execute gameplay code, use a Kinematic Rigidbody component instead.
If you want to move a static collider, the recommended best practice is that you don't add a Rigidbody component to a static object solely to move that GameObject. If it doesn't need a physics simulation, you're adding an unnecessary performance burden.

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