How many Kinematic rigidbodies(2D) can i have in a device game without any lag ? do kinematic rigidbodies make cpu busy just like nonKinematics or not ?
There is no answer -- depends on the exact device, how many are active at once, how close they are together, what else is happening.
But I think, in a test I did, 500 balls bouncing in a small space on an iPad3 was noticably slow. Think I recall that one or two hundred was OK. And this was purposely making them collide a lot.
thanks. my main question was the second : do kinematic rigidbodies make cpu busy just like nonKinematics or not ?
and it seems that the answer is : no ! but i want to know exactly : how much cpu usage a kinematic 2drigigvody wants relative to a nonKinematic.
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