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How to Optimize Work With Collisions in Unity

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Contenido proporcionado por HackerNoon. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente HackerNoon o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.

This story was originally published on HackerNoon at: https://hackernoon.com/how-to-optimize-work-with-collisions-in-unity.
Hello everyone, I would like to share a solution that, for some reason, I have not seen anywhere before, but it does a good job of optimizing the work
Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #unity, #physics, #optimization, #game-development, #collisions-in-unity, #optimize-work-in-unity, #unity-guide, #gaming-development, and more.
This story was written by: @doomowenok. Learn more about this writer by checking @doomowenok's about page, and for more stories, please visit hackernoon.com.
The solution is to cache the components that we want to take in case of a collision. To do this, we create an object that will participate in a constant collision, register it by ID, and we will take the ID from the collider using **GetInstanceID. This is what our code for this service will look like.

  continue reading

135 episodios

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Manage episode 429354844 series 3474369
Contenido proporcionado por HackerNoon. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente HackerNoon o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.

This story was originally published on HackerNoon at: https://hackernoon.com/how-to-optimize-work-with-collisions-in-unity.
Hello everyone, I would like to share a solution that, for some reason, I have not seen anywhere before, but it does a good job of optimizing the work
Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #unity, #physics, #optimization, #game-development, #collisions-in-unity, #optimize-work-in-unity, #unity-guide, #gaming-development, and more.
This story was written by: @doomowenok. Learn more about this writer by checking @doomowenok's about page, and for more stories, please visit hackernoon.com.
The solution is to cache the components that we want to take in case of a collision. To do this, we create an object that will participate in a constant collision, register it by ID, and we will take the ID from the collider using **GetInstanceID. This is what our code for this service will look like.

  continue reading

135 episodios

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