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Ricardo Aguiar

(Note: This is a follow-up post to a previous article on optimisations and best practices for Unity development). This second part in our series will be entirely focused on Unity’s Physics engines. I’ll present, similarly to the previous article, simple topics which are easy to use and will optimise the physics engine usage. Let’s begin! Layers and Collision Matrix: All game objects, if not configured, are created on the Default layer where (by d

We’ve been developing games with Unity for a while. As most of our games are targeted for mobile devices, one of our main concerns on the development process is having our projects well structured and optimised. There are a lot of simple tips and tricks we’ve been using which make all the difference for any project’s overall performance. In order to demonstrate each topic’s usefulness, I’ll be presenting profiling data retrieved from a demo, run

Unity 3D v4.3 was released recently, and it brought with it a bunch of cool new features. We develop mostly 2D Games, so one of the new features we were most excited about was the integration of a native 2D Mode Toolset. With this 2D Mode, the Unity3D team included Box 2D, a 2D Physics engine that has already been around for a couple of years. Obviously using the 2D Physics engine for 2D Games will be faster. But how fast? We decided to create a