I'm experimenting with
Unity3D and colliders. Unfortunately I still don't have
Unity Pro version and I can't use the profiler.
Consider the following situation:
- mobile devices (ios, iphone 3GS).
- an infinite runner game (consider something like agent dash or temple run). The player run along its path collecting bonuses and possibly hurting obstacles.
- the number of objects along player's path is very high.
The first simple approach is to use a rigidbody with a collider attached to the player (let's say it could be even a shere collider) and use a collider for each object in the scene (coins, obstacles, bonuses,...) .
AFAIK, using hundreds of colliders could have a serious impact on performances,specially on mobile devices, am I right?
So here's some questions:
- In the situation described above, is that feasible use collider to detect objects collectable by a player running along a path?
- Could be a better idea to store the location of the collectables objects inside some kind of data structure and completely avoid to use Unity collision detection?
- What's a reasonable average number of RigidBody/Sphere Collider that can be used in a single scene on a mobile device?
Does anyone has implemented something similar? Could you suggest me the right way to go?