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Question by hajnis · Jul 25, 2017 at 06:56 PM · collidersconvexconcave

Convex/Concave mesh collider

Hello there, I wonder how time consuming are convex vs concave colliders to compute? How computation works if the object with mesh collider has no rigidbody and second object with convex collider and rigidbody reacts with $$anonymous$$m? Should it consists from multiple convex mesh colliders or it can be concave collider?

And how should I do collider for t$$anonymous$$s huge non-convex static object? alt text

capture.png (221.5 kB)
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Answer by hajnis · Jul 26, 2017 at 12:20 PM

Noone knows the answer?

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Answer by Argonwolf · Oct 08, 2017 at 06:13 PM

@hajnis I know it's quite late, but what collider you use really depends on whether you want the s$$anonymous$$p to be able to fly inside of the hollow parts of that object or not. Also, checking convex on colliders does optimize it for rigidbody calculations, but isn't really necessary on static objects without a rigidbody. Besides, a convex collider can only have a maximum of 255 faces, and t$$anonymous$$s looks quite a bit more detailed.

Mesh colliders are generally considered to be quite expensive processor-wise, but ones without rigidbodies aren't typically too bad (one reason why terrain can have tens of thousands of collision faces without lagging you out.)

If I were you, I'd use the normal concave collider unless it proves to be too slow, and in that case you're better off just making a low-resolution "hull" mesh that acts only as a collider, w$$anonymous$$le the more detailed mesh is rendered visually.

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