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Feedback Fast runtime tessellated mesh collision

Discussion in 'Physics' started by crysicle, Apr 24, 2019.

  1. crysicle

    crysicle

    Joined:
    Oct 24, 2018
    Posts:
    95
    Hello, i'm currently working on a runtime terraformation system. I have managed to create the fundamentals of the system so that it would be able to do the terraformation effect as it's supposed to, however, i'm not able to create a good way of syncing the collider without the GPU stalling the CPU by a huge margin, i was wondering if someone else might have solved this problem before and are willing to share the information.

    The terraformation system in question is an extension to currently experimental TerrainPaintUtility. It's manipulating a RenderTexture and applying it via PaintContext class.

    Here's a video of one of the effects:


    At the moment just to sync a few terraformations, i'm suffering a 15-20 FPS loss.