Yesterday I watched one lesson on development in unity3d. The lesson was about handling collisions; I didn't understand one thing about optimization. Maybe someone will open the topic in more detail.
As far as I know in unity3d, objects that have a colider and a rigidbody component are divided into 2 types: static and dynamic.
How to understand what type of object? And which of these types is in the cache?
I understand you need to try to keep as few objects as possible in the cache at the same time?
sum(i,j 1,N) A[i]*A[j]- each pair of suspicious objects for the product of the number of vertices (well, maybe a little faster). Therefore, if you "collect the puzzle," it will slow down. Optimization - a simple form, a minimum of movement (better move the camera), a minimum of "hooks" of objects. I write in the comment because not sure about the correctness. - pavel