I recently read that it is very expensive to translate colliders without rigidbodies. I also read that it is much better to use rigidbody.move.position rather than transform or translate. I found the "rigidbodyMovePosition"action in the ecosystem, but it only applies to the 3D rigidbody.
I understand using add force2d and set velocity2d, but I am trying to move a 2d rigidbody "forward" so that when i use LookAt2d, it will move towards the target instead of just turning towards the target while drifting off in the direction I have added force or set velocity to. When I use translate on X, it does exactly what I want, but if that method is really more expensive, then is there any way to achieve the same behavior with a rigidbody.move, over using translate?
I have been using Playmaker for a few weeks now, and I have an amazing looking retro-2d-platformer well on it's way. However, I am getting into some complex enemy movements, and I am running into some severe slow down. I am trying really hard to isolate the source, and I believe it has to do with how much I am translating my enemies.
Any help at all would be much appreciated. I have much faith in my trusty Playmaker asset, and I am sure that this is just a lack of knowledge on my part. If anyone knows any ways to improve performance with 2d physics i.e. moving rigidbodies, I would be very much appreciative.
This issue has pretty much halted my games progress entirely until I can get it fixed. I want to make sure I am using the most efficient (least expensive) methods possible so that I don't spend another two weeks programming choppy physics.
Thank you in advance.
--mr.ffish