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How to optimise collision meshes?

Discussion in 'Physics' started by psyhova, Jun 16, 2015.

  1. psyhova

    psyhova

    Joined:
    Oct 3, 2013
    Posts:
    32
    I need a ton of collision meshes in my game, I cant use primitives. And collision meshes are Expensive. Is that true?

    1. Do I win performance if I, deactivate the meshes while they are not used?

    2. Is it recommendet to load the Collision meshes into the Ressources folder, before usage?

    3. Or is it better to instantiate and destroy them every time?

    Does anybody have experience or good tips to accomplish this task?

    [edited by moderator]
     
    Last edited by a moderator: Jun 16, 2015
  2. Simo

    Simo

    Joined:
    Sep 16, 2012
    Posts:
    85
    what you can do is to create an other optimized mesh for your collision
     
  3. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I edited your post as multiple xxxxxx and ??? has zero place on a programming and development forum. This isn't a stupid chat channel. When asking for help, format your posts professionally.

    In answer to your question: Just make the game, then use profiler at end to detect the slow parts. Optimising now is dumb, you have no clue if those are even ever going to slow your game down.
     
  4. psyhova

    psyhova

    Joined:
    Oct 3, 2013
    Posts:
    32
    Thanks but my character walks finally on this mesh, so It have to be very precise according to the rendered Mesh. So I think the only way is a clever disable enable method.
     
  5. WarrenMarshall

    WarrenMarshall

    Joined:
    Jun 7, 2015
    Posts:
    44
    Reading your questions, it reads like you haven't measured anything. You have suspicions and you've heard rumors, but don't have any hard data or experience with it.

    Give it a try. Maybe it's not even an issue. Save yourself some work by measuring before cutting.
     
    Dantus likes this.