Which is more efficient, raycast, get distance to x, or using collision?

Hey,
In the interest of polling an actor per tick, with the goal of triggering an event when distance < x,
I was curious as to what would be a more efficient operation per tick:

  1. Raycast to actor, get length
  2. Sphere collision at said distance
  3. Using ‘Get Distance To’
  4. Something I haven’t figured out yet could go here.

Thanks!

Bumping this because I think it’s pretty handy info to have!

Can no one answer this? seriously? Shouldn’t this be somewhere in the official docs?

Bump. I also want to know. Making mobile game and want to use the less resource intensive.

Collision should inherently be far more efficient, than any form of polling, i.e. raycast to x

I’m not a specialist, but I think “Get Distance To” is the most efficient I guess. Since it’s a single Subtraction of the two locations.

So you feel that a big collision object (like say a cone from the character’s head) with the proper collision filters set would be more efficient than raycasting and checking distance? I do know that longer raycasts are less efficient.

Bumping question!