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Collision calculations differency


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I have a question about different collisions calculations methods. I'm not sure how to test it by myself, so I wish to hear people with more deep knowledge of Phaser's internals.

Imagine a tileMap, 1 ground layer, 10 moving objects with collisions enabled. The standard way to init collisions is:

scene.physics.add.collider(target, groundLayer);

.. here target can be a single object or a group of objects.

So my question is - what is more efficient:

  1. 1 collider for every object (10 colliders in total) or
  2. Create a group of all 10 objects and only 1 common collider "group to group"
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