Version: Unity 6.2 (6000.2)
Language : English
Optimize transform value syncing
Use the layer collision matrix to reduce overlaps

Move static colliders to prevent performance issues

Properly manage static collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
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when they move to avoid performance issues.

A Static collider is a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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with a Collider component but no RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
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or ArticulationBody component attached. You can use static colliders for objects that don’t move during gameplay, such as terrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
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, buildings, or other environmental features.

When you move a static collider by changing its transform values, the physics system detects the change and updates its internal spatial structures during the next physics step or when Physics.SyncTransforms is called. If you want to make frequent changes to the transform values of a static collider between physics simulations steps when you execute gameplay code, use a Kinematic Rigidbody component instead.

If you want to move a static collider, the recommended best practice is that you don’t add a Rigidbody component to a static object solely to move that GameObject. If it doesn’t need a physics simulation, you’re adding an unnecessary performance burden.

Additional resources

Optimize transform value syncing
Use the layer collision matrix to reduce overlaps