Body Collision Mask
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Hi,
I've seen that is TSCollider.CreateBody() the body instance is flagged with:
body.CollidesWith = Physics2D.Category.All;
Why does this field is not used? I suppose that using a mask like that could be more efficient that using LayerCollisionMatrix.
Thanks,
Devis
I've seen that is TSCollider.CreateBody() the body instance is flagged with:
body.CollidesWith = Physics2D.Category.All;
Why does this field is not used? I suppose that using a mask like that could be more efficient that using LayerCollisionMatrix.
Thanks,
Devis
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Comments
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Hi @Devis,
You made a good observation, but internally we use collision matrix in the same way as this field, so we get the same performance and we didn't change much how you used to do with Unity. Thanks for this, any suspicion you have we are glad to hear it.0 -
Ok, the drawback maybe is that in order to check a body's layer you must find it into the object map. And this search is done for each pair of objects, in each callback...0
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Yes, you are right @Devis, but we optimized this operation to get a fast access. Of course we can reimplement that later to get a bit more performance as you suggested. Thanks for the report.0
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Thanks @JeffersonHenrique for your support!0