This repository has been archived by the owner on Oct 4, 2022. It is now read-only.
Only update PhysX editor colliders if transform has actually changed #515
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In the editor, PhysX colliders cannot be moved and are instead destroyed and re-created in the physical world every time the transform changes. This update is a relatively expensive operation which adds up quickly if the transform is updated very frequently e.g. every tick, and you have many colliders in your level.
This change adds a check in OnTransformChanged to see if the transform is actually different.
Issue #, if available:
Description of changes:
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