Unity中Collider和刚体Collider性能对比

测试方式:

每个对象做大范围正弦移动,创建1000-5000个对象,保证场景分割树的实时更新,并测试帧率

 

测试脚本:

移动脚本:

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

 

 

生成器脚本:

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;
        }
    }
}
View Code

 

 

测试结果:

i5的配置下

500个动力学打开的刚体Collider已经小于20fps,使用Rigidbody.position移动和使用Transform.position移动差别不大。而且500个打开了重力的刚体Collider仅有3fps

1万个非刚体Collider可以达到30-35fps,并且和是否开关Trigger无关。由于非刚体Collider是被动触发,我还测试了下没有Collider的情况,似乎帧率是快了1-2fps并且相对稳定,也可能是错觉。

posted @ 2016-11-06 10:06  HONT  阅读(1027)  评论(0编辑  收藏  举报