How to Optimize Work With Collisions in Unity
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Hello everyone, I would like to share a solution that, for some reason, I have not seen anywhere before, but it does a good job of optimizing the work
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The solution is to cache the components that we want to take in case of a collision. To do this, we create an object that will participate in a constant collision, register it by ID, and we will take the ID from the collider using **GetInstanceID. This is what our code for this service will look like.
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