包含此页的版本:
不含此页的版本:
Select the most efficient broad phase pruning algorithm.
In the Unity Editor, you can select these algorithms for broad phase collisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary detection:
SAP is the default broad phase algorithm for 3D physics. If you want to select the Automatic Box Pruning algorithm, there are several associated drawbacks you must consider:
Automatic Box Pruning generally performs well in large, open worlds, or scenes with many static or infrequently moving colliders. For smaller, dense scenes or scenes with extreme numbers of rapidly moving objects, Sweep and Prune might be a better choice. Always profile your specific scenes using the Unity Profiler, and focus on physics broad phase processing time, to determine which broad phase type yields the best performance for your game.
To change the broad phase type: