{"type":"rich","version":"1.0","provider_name":"Transistor","provider_url":"https://transistor.fm","author_name":"Gaming Tech Brief By HackerNoon","title":"How to Optimize Work With Collisions in Unity","html":"<iframe width=\"100%\" height=\"180\" frameborder=\"no\" scrolling=\"no\" seamless src=\"https://share.transistor.fm/e/e4117ab0\"></iframe>","width":"100%","height":180,"duration":148,"description":"\n        This story was originally published on HackerNoon at: https://hackernoon.com/how-to-optimize-work-with-collisions-in-unity.\n             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  \n            Check more stories related to gaming at: https://hackernoon.com/c/gaming.\n            You can also check exclusive content about #unity, #physics, #optimization, #game-development, #collisions-in-unity, #optimize-work-in-unity, #unity-guide, #gaming-development,  and more.\n            \n            \n            This story was written by: @doomowenok. Learn more about this writer by checking @doomowenok's about page,\n            and for more stories, please visit hackernoon.com.\n            \n                \n                \n                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.\n        \n        ","thumbnail_url":"https://img.transistorcdn.com/BfMc-ZovSv4rGmZkeFGyHIHwikXuq6NLDmb3tagtH1I/rs:fill:0:0:1/w:400/h:400/q:60/mb:500000/aHR0cHM6Ly9pbWct/dXBsb2FkLXByb2R1/Y3Rpb24udHJhbnNp/c3Rvci5mbS9zaG93/LzQxMjcxLzE2ODMz/MTY1MTItYXJ0d29y/ay5qcGc.webp","thumbnail_width":300,"thumbnail_height":300}