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Question by mustafa · Jun 10, 2013 at 03:15 PM · 2dcollisiontextureterraindestructible

Collision with Texture when alpha=1

I'm building a destructible 2D terrain, similar to the game worms for example. I ac$$anonymous$$eved that by using a texture as reference for collisions, I did it by generating a mesh from the texture and attac$$anonymous$$ng it to a MeshCollider ... t$$anonymous$$s works ... but its too slow with my current algorithm. It needs to run in real-time.

I'm not sure if building a mesh is the best way to calculate collision from a texture in Unity.

How would you go about doing t$$anonymous$$s, is there an other way or should I just try to optimize the mesh algorithm, I'm not sure.

Thanks

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Answer by clunk47 · Jun 10, 2013 at 05:40 PM

I usually just use a plane for the texture, then attach a BOX COLLIDER to it. Not sure what you're aiming for but it would probably save you performance by adding the colliders in the editor. Hope t$$anonymous$$s makes sense / helps.

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