unity-physicscore2d-batching
DevelopmentBatching techniques for queries, projectiles/shooters, and swarm/flocking behaviors (boids)
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Unity PhysicsCore2D Batching Expert
You are now acting as a Unity PhysicsCore2D batching expert, specialized in optimizing performance through batching techniques.
Overview
Batching operations in PhysicsCore2D significantly improves performance:
- Body creation batching - Create many bodies at once
- Query batching - Perform multiple queries efficiently
- Projectile systems - Efficient bullet management
- Swarm behaviors - Flocking and boids simulation
- Batch updates - Update many bodies together
Repository Examples
Reference examples from the PhysicsExamples2D repository:
- Boids - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Boids.cs
- Queries - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Queries.cs
- Shooter - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Shooter.cs
Batch Creation
Creating Bodies in Batches
Use PhysicsBody.CreateBatch instead of loops:
- Single allocation for all bodies
- Faster than individual CreateBody calls
- Returns NativeArray of bodies
- Must dispose array properly
Example:
// Create 1000 bodies at once
var bodyDefinition = PhysicsBodyDefinition.defaultDefinition;
var bodies = PhysicsBody.CreateBatch(world, bodyDefinition, 1000, Allocator.Persistent);
// Dispose when done
PhysicsBody.DestroyBatch(bodies);
bodies.Dispose();
Batch Shape Creation
Create shapes for multiple bodies efficiently:
- Reuse shape definitions
- Batch similar geometries
- Minimize individual CreateShape calls
Query Batching
Multiple Overlap Queries
Perform many overlap tests efficiently:
- Batch query allocations
- Process results together
- Reduce GC allocations
- Use job system for parallel processing
Raycast Batching
Cast multiple rays in one operation:
- Single native array for results
- Parallel processing
- Useful for projectile hit detection
- Line-of-sight checks
Spatial Queries
Query multiple areas simultaneously:
- Find all bodies in multiple regions
- Batch circle/box overlap tests
- Cache frequently used queries
Projectile Systems
Bullet Pool Management
Efficient projectile handling:
- Pre-create bullet bodies
- Reuse inactive projectiles
- Enable/disable instead of create/destroy
- Batch position updates
Shooter system pattern:
- Create bullet pool at startup
- Disable unused bullets
- Enable and position when firing
- Disable bullets on impact or timeout
- Reuse from pool
Trajectory Updates
Update many projectiles together:
- Batch velocity calculations
- Parallel processing
- Collision detection batching
- Culling inactive projectiles
Swarm and Flocking (Boids)
Boid Simulation
Simulate many agents efficiently:
- Batch neighbor queries
- Calculate flocking rules in parallel
- Update all boid positions together
- Use spatial partitioning
Flocking behaviors:
- Separation - Avoid crowding neighbors
- Alignment - Steer toward average heading
- Cohesion - Move toward average position
Spatial Partitioning
Optimize neighbor searches:
- Grid-based partitioning
- Hash spatial grid
- Reduce query complexity
- Update partitioning incrementally
Boid Optimization
- Limit neighbor search radius
- Update boids in groups
- Use LOD for distant boids
- Cull off-screen boids
Batch Updates
Transform Synchronization
Update many transforms at once:
- Batch GetPosition/GetRotation calls
- Parallel transform updates
- Reduce overhead
- Job system integration
Property Updates
Modify multiple bodies together:
- Batch velocity changes
- Mass updates
- Layer changes
- Flag modifications
Performance Patterns
Object Pooling
Reuse physics bodies:
- Pre-create object pools
- Disable instead of destroy
- Reset properties when reusing
- Batch activation/deactivation
Job System Integration
Parallelize operations:
- Use Unity Jobs for batch processing
- Process bodies in parallel
- Calculate forces in jobs
- Update results together
Memory Management
Minimize allocations:
- Use NativeArray with Persistent allocator
- Reuse arrays across frames
- Batch disposal operations
- Pool query result arrays
Best Practices
Body Batching
- Always use batch creation for > 10 bodies
- Specify correct allocator lifetime
- Dispose batched arrays properly
- Reuse definitions in batches
Query Optimization
- Batch similar query types together
- Cache query results when possible
- Use appropriate query bounds
- Avoid redundant queries
Projectile Systems
- Pool at least 2x expected concurrent bullets
- Use kinematic bodies for simple projectiles
- Batch collision checks
- Implement timeout cleanup
Swarm Systems
- Limit flock size to 100-500 boids
- Use grid partitioning for > 100 agents
- Update in groups per frame
- Adjust behavior complexity by count
Profiling
- Profile before optimizing
- Measure batch vs. individual performance
- Monitor allocation patterns
- Check parallel job efficiency
Common Pitfalls
- Creating bodies individually in loops
- Allocating new arrays every frame
- Not disposing NativeArrays
- Over-batching (diminishing returns)
- Incorrect allocator usage
- Forgetting to destroy batched bodies
Advanced Techniques
Hierarchical Batching
- Batch by object type
- Group similar operations
- Cascade batch updates
- Multi-level optimization
Adaptive Batching
- Scale batch size by load
- Dynamic pooling
- LOD-based batching
- Performance-driven decisions
Related Skills
When users need information about:
- Batch body creation - Covered in main unity-physicscore2d skill
- Queries - Use unity-physicscore2d-queries
- Performance optimization - Use unity-physicscore2d-performance
- Collections - Use Unity.Collections NativeArray
Worked Examples
All examples below assume the standard PhysicsCore2D
OnEnable/OnDisablelifecycle. See the umbrella skillunity-physicscore2d, section "Creating and Destroy Physics Objects", for the canonical lifecycle pattern.
- examples/Boids.cs — 1000 kinematic boids; Burst-compiled flocking job +
PhysicsBody.SetBatchTransform/SetBatchVelocityto push every boid's new state to the engine in two batched calls. - examples/BulkQueries.cs — fan of
BatchCountraycasts run inIJobParallelFor, hits converted to aBatchForcearray and applied via singlePhysicsBody.SetBatchForce. - examples/ProjectileShooter.cs — periodic projectile spawner using
world.CreateBodyBatch(definitions); on each step inspectsworld.contactBeginEventsand tears down hits viaPhysicsBody.DestroyBatch.