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Collision detection with cave walls

Discussion in 'Physics' started by Antony Jekov, Dec 25, 2014.

  1. Antony Jekov

    Antony Jekov

    Joined:
    Apr 16, 2013
    Posts:
    1
    Hey guys,

    I am working on a low poly game level which is inside a cave. Is it a good idea to use a single mesh collider for the entire cave model, or should I divide the cave in separate meshes and put a ton of primitive colliders?

    I am concerned with the performance since I want this to be playable on mobile devices and I know mesh colliders are performance demanding.

    I unfortunately enough have a flying character and I need collision with all walls of the cave. I will naturally use primitive colliders for stuff inside the cave, but I am mainly concerned with the walls of the cave, since they have a funky shape and it is a big cave...

    Thanks for your time!
     
  2. jaredic

    jaredic

    Joined:
    Jan 4, 2015
    Posts:
    8
    Hello,it is better to use primitive colliders,but if you have to use mesh colliders than go ahead