I have a beginner-like question. I currently have a gameobject in my scene that scales up and down via animation. It has a Circle Collider 2D
on it.
I've seen some tutorials before regarding the performance optimizations of rigidbodies and colliders. I learned that if the gameobject should move in the game, it should have a rigidbody component. Otherwise, a collider component itself is fine for triggers.
Since my game object is kind of moving (because of the endless scale up/down animation), would it be best to put a rigidbody component on it?
I do like to mention that I'm not using any physics movement such as AddForce
or anything like that. Hope someone can clear this up.