Optimize the synchronization of Transform values with the physics system to improve performance and query accuracy.
By default, Unity defers physics transform syncing. If you change a Transform value and then immediately query the physics world, the physics system might not become aware of the change unless it’s explicitly communicated. You can control this behavior by enabling or disabling Auto Sync Transforms.
The recommended best practice is to disable Auto Sync Transforms, which is disabled by default. If you modify a RigidbodyA component that allows a GameObject to be affected by simulated gravity and other forces. More info
See in Glossary or a ColliderAn 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
See in Glossary component’s transform values directly and then immediately need to perform a physics query that depends on that object’s new position in the same frame, manually call Physics.SyncTransforms
before the query. This ensures the physics world is up-to-date with the transform values changes for accurate query results. Note: Physics.SyncTransforms
is crucial for accurate queries when Auto Sync Transforms is disabled, especially if Physics.simulationMode
is set to Script
, and you’re querying as detailed in Optimizing physics for query-only or non-simulating games.
To enable or disable Auto Sync Transforms in the Editor:
To enable or disable Auto Sync Transforms in script, set Physics.autoSyncTransforms
to true
or false
. Setting Physics.autoSyncTransforms = true;
has the same effect as enabling Auto Sync Transforms in the Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info
See in Glossary.