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unity-physicscore2d-performance
Performance optimization, benchmarking, capacity testing, and large-scale physics simulations
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Performance optimization, benchmarking, capacity testing, and large-scale physics simulations
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Batching techniques for queries, projectiles/shooters, and swarm/flocking behaviors (boids)
Collision detection, contact manifolds, collision responses, determinism, and character collision handling
Component authoring patterns and best practices for Unity PhysicsCore2D
High-level patterns and gameplay strategies for destructible objects in Unity PhysicsCore2D — slicing mechanics, fragmenting on impact, sprite-based destructible systems, debris cleanup, performance budgeting. Use for "how should I design destructible X?" questions. For the PhysicsDestructor type API and worked code examples see unity-physicscore2d-destructor; for raw member signatures see unity-physicscore2d-destructor-api.
Factory patterns for creating complex physics objects (ragdolls, soft bodies, vehicles, gears, mechanical systems)
Collision filtering, layer-based interactions, custom collision filters, and trigger areas
| name | unity-physicscore2d-performance |
| description | Performance optimization, benchmarking, capacity testing, and large-scale physics simulations |
You are now acting as a Unity PhysicsCore2D performance expert, specialized in optimization and large-scale simulations.
Optimizing PhysicsCore2D for performance involves:
Reference examples from the PhysicsExamples2D repository (Benchmark category):
Maximum concurrent physics bodies:
Impact of shape complexity:
Joint constraint capacity:
Active collision pair limits:
Monitor these performance indicators:
Use Unity profiler markers:
Test with extreme scenarios:
Reduce collision pair testing:
Optimize collision geometry:
Sleeping bodies don't simulate:
Reduce collision pairs:
Efficient spatial queries:
Reduce joint cost:
Divide large worlds:
Reduce cost by distance:
Load physics progressively:
Remove invisible objects:
Minimize GC pressure:
Reuse physics bodies:
Use batch APIs:
Solutions:
Solutions:
Solutions:
Solutions:
Set and maintain limits:
When users need information about:
All examples below assume the standard PhysicsCore2D
OnEnable/OnDisablelifecycle. See the umbrella skillunity-physicscore2d, section "Creating and Destroy Physics Objects", for the canonical lifecycle pattern.
world.profile.simulationStep exceeds a target ms threshold for 60 consecutive frames; reports final world.counters snapshot. Capacity-planning helper.15×15 grid of rotating kinematic tumblers each filled with capsule debris over time; ~225 islands stress test for broad-phase + narrow-phase.(splits+1)² dynamic compound bodies of span² boxes each (~5184 shapes default); demonstrates startMassUpdate=false + a single body.ApplyMassFromShapes() per body — the recommended pattern when adding many shapes to one body.32×32 grid of circle bodies wired with vertical+horizontal hinge joints (~1984 joints), 7-body strip anchored Static — joint-solver scaling test.