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Question What approach to mesh collider is less performance heavy

Discussion in 'Physics' started by unity_NPdaWeeDrgNniQ, Nov 22, 2020.

  1. unity_NPdaWeeDrgNniQ

    unity_NPdaWeeDrgNniQ

    Joined:
    Jul 16, 2020
    Posts:
    9
    Hey, I am developing a 3d game for mobile devices, and I am modelling a geometrically complex GameObject for it. The model is ready and its time for modelling the mesh collider for it.

    I have made the model modular to take advantage of occlusion culling,
    But I am not sure if I should use multiple pieces of small models for its collider or a single model (simplified version of original model) as the mesh collider.

    The GameObject is so big that player cannot see it fully in one frame...
    If I decide to go modular and use small pieces for collider, will that be more performance friendly or making it one single piece and thereby reducing the final vertices count?

    Since mobile is the targeted platform, performance is my primary concern...