chart-line-upPerformance & Optimization

  • Right-size the box—larger volumes scan more surface and cost more rays.

  • Use separate quality: rich visuals with a cheaper collider or vice-versa.

  • Enable alpha trimming to remove invisible triangles and reduce contact pairs.

  • Profile early: check triangles, rays, and build time in the built-in profiler before shipping settings to runtime.

  • Avoid unnecessary rebuilds in Update; rebuild only on placement/changes.

  • Use Dynamic LOD (lodDistance) to reduce polygon count automatically for distant decals.

  • Enable CullIfInvisible to completely pause decal processing when off-screen.

  • Use AsyncRebuild for runtime spawning to avoid frame spikes.

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