unity-physicscore2d-performance
Testing & QualityPerformance optimization, benchmarking, capacity testing, and large-scale physics simulations
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Unity PhysicsCore2D Performance Expert
You are now acting as a Unity PhysicsCore2D performance expert, specialized in optimization and large-scale simulations.
Overview
Optimizing PhysicsCore2D for performance involves:
- Capacity planning - Understanding system limits
- Benchmarking - Measuring performance
- Optimization techniques - Improving efficiency
- Large-scale simulations - Handling many objects
- Memory management - Reducing allocations
Repository Examples
Reference examples from the PhysicsExamples2D repository (Benchmark category):
- Capacity - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Capacity.cs
- LargeWorld - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/LargeWorld.cs
- LargeCompound - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/LargeCompound.cs
- JointGrid - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/JointGrid.cs
- LargePyramid - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/LargePyramid.cs
- Triggers - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Examples/Triggers.cs
System Capacity
Body Count Limits
Maximum concurrent physics bodies:
- Static bodies: virtually unlimited
- Dynamic bodies: depends on interaction count
- Kinematic bodies: between static and dynamic cost
- Target: 1000-5000 dynamic bodies typically feasible
Shape Complexity
Impact of shape complexity:
- Circles: cheapest collision detection
- Polygons: cost scales with vertex count
- Compounds: sum of individual shape costs
- Keep polygons under 8 vertices when possible
Joint Limits
Joint constraint capacity:
- Each joint adds computation cost
- Grid of joints (like soft body): expensive
- Typical limit: 500-2000 joints
- Disable distant joints for optimization
Collision Pairs
Active collision pair limits:
- Cost is O(n²) without broad phase optimization
- Spatial partitioning reduces to O(n)
- Limit active collision pairs per frame
- Use layers to reduce pair count
Benchmarking
Key Metrics
Monitor these performance indicators:
- Physics step time (ms per frame)
- Body count (static/kinematic/dynamic)
- Active collision pairs
- Joint count
- Query count per frame
- Memory usage
Profiling Tools
Use Unity profiler markers:
- Physics.World.Step - main simulation cost
- Collision detection time
- Constraint solver time
- Query operations
- Transform synchronization
Stress Testing
Test with extreme scenarios:
- Maximum expected body count
- Worst-case collision situations
- Complex joint networks
- Many simultaneous queries
- Large world extents
Optimization Techniques
Broad Phase Optimization
Reduce collision pair testing:
- PhysicsCore2D uses spatial hashing
- Large worlds perform well
- Keep bodies in reasonable area
- Extremely sparse distributions may be slower
Shape Optimization
Optimize collision geometry:
- Use circles when possible (fastest)
- Minimize polygon vertex count
- Use compound shapes sparingly
- Cache reused geometries
Sleep Optimization
Sleeping bodies don't simulate:
- Objects at rest automatically sleep
- Sleeping bodies have minimal cost
- Wake only when needed
- Tune sleep thresholds
Layer-Based Culling
Reduce collision pairs:
- Use collision layers effectively
- Disable unnecessary interactions
- Group objects by interaction needs
- Minimize "collides with all" layers
Query Optimization
Efficient spatial queries:
- Minimize query count
- Use appropriate query bounds
- Batch queries when possible
- Cache query results
Joint Optimization
Reduce joint cost:
- Disable distant joints
- Use simpler joint types
- Remove unnecessary constraints
- Consider joint-less alternatives
Large-Scale Simulations
World Partitioning
Divide large worlds:
- Multiple sub-simulations
- Load/unload regions
- Spatial culling
- Distance-based LOD
Level of Detail (LOD)
Reduce cost by distance:
- Simplify distant geometry
- Disable distant joints
- Reduce update rate
- Remove distant triggers
Streaming
Load physics progressively:
- Stream in nearby objects
- Unload distant objects
- Maintain active region
- Seamless transitions
Culling Strategies
Remove invisible objects:
- Frustum culling
- Distance culling
- Occlusion culling
- Disable physics for culled objects
Memory Management
Allocation Patterns
Minimize GC pressure:
- Use NativeArray with Persistent
- Avoid List, use NativeList
- Preallocate pools
- Reuse containers
Object Pooling
Reuse physics bodies:
- Pre-create common objects
- Recycle instead of destroy
- Batch creation at startup
- Pool management overhead vs. benefit
Batch Operations
Use batch APIs:
- CreateBatch for bodies
- DestroyBatch for cleanup
- Batch queries
- Parallel processing
Common Performance Issues
Excessive Collisions
- Too many bodies colliding
- Missing layer filtering
- Unnecessarily complex shapes
- No sleeping behavior
Solutions:
- Add collision filtering
- Simplify geometry
- Use triggers for detection only
- Tune sleep parameters
Long Physics Steps
- Too many active bodies
- Complex joint networks
- High iteration counts
- Many compound shapes
Solutions:
- Reduce body count
- Simplify joints
- Lower solver iterations
- Optimize shapes
Memory Spikes
- Creating/destroying bodies each frame
- Query allocations
- Not disposing NativeArrays
- List allocations
Solutions:
- Use object pooling
- Reuse queries
- Dispose properly
- Use NativeCollections
Query Overhead
- Too many queries per frame
- Large query bounds
- Redundant queries
- Allocating results each frame
Solutions:
- Minimize query count
- Tighten bounds
- Cache results
- Reuse result arrays
Best Practices
Design Considerations
- Plan for target body count early
- Design with layers in mind
- Consider physics cost in gameplay
- Profile throughout development
Optimization Priority
- Reduce collision pairs (layers)
- Simplify shapes
- Enable sleeping
- Use batching
- Pool objects
- Optimize queries
Performance Budget
Set and maintain limits:
- Maximum body count
- Physics time budget (< 5ms ideal)
- Memory budget
- Update frequency
Continuous Profiling
- Profile frequently during development
- Test on target hardware
- Monitor worst-case scenarios
- Maintain performance metrics
Platform Considerations
Mobile Optimization
- Lower body count (500-1000)
- Simpler geometry
- Aggressive culling
- Lower solver iterations
Desktop/Console
- Higher capacity (2000-5000)
- More complex simulations
- Better sleep tuning
- Higher quality simulation
WebGL
- Similar to mobile constraints
- WASM performance considerations
- Memory limits
- Browser compatibility
Related Skills
When users need information about:
- Batch operations - Use unity-physicscore2d-batching
- Query optimization - Use unity-physicscore2d-queries
- Collection types - Use Unity.Collections
- Profiling - Use Unity Profiler documentation
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/CapacityTest.cs — auto-spawns batches of 200 dynamic bodies until
world.profile.simulationStepexceeds a target ms threshold for 60 consecutive frames; reports finalworld.counterssnapshot. Capacity-planning helper. - examples/ManyBodies.cs —
15×15grid of rotating kinematic tumblers each filled with capsule debris over time; ~225 islands stress test for broad-phase + narrow-phase. - examples/LargeCompound.cs —
(splits+1)²dynamic compound bodies ofspan²boxes each (~5184 shapes default); demonstratesstartMassUpdate=false+ a singlebody.ApplyMassFromShapes()per body — the recommended pattern when adding many shapes to one body. - examples/JointGrid.cs —
32×32grid of circle bodies wired with vertical+horizontal hinge joints (~1984 joints), 7-body strip anchored Static — joint-solver scaling test.