08-07-2024, 12:22 PM
(This post was last modified: 08-07-2024, 12:26 PM by josemendez.)
Hi,
Don't use MeshColliders unless they're simple and static. They're by far the most expensive type of collider, and become even more expensive when colliding against deformable objects such as cloth. Their use is typically limited to static scenery geometry.
Furthermore, MeshColliders are hollow (only their surface generates collisions) so if a particle penetrates the surface due to high velocity or the collider moving, it will become stuck inside.
For these reasons, SDFs (signed distance fields) exist. They're a lot faster and much more robust than MeshColliders.
kind regards,
Don't use MeshColliders unless they're simple and static. They're by far the most expensive type of collider, and become even more expensive when colliding against deformable objects such as cloth. Their use is typically limited to static scenery geometry.
Furthermore, MeshColliders are hollow (only their surface generates collisions) so if a particle penetrates the surface due to high velocity or the collider moving, it will become stuck inside.
For these reasons, SDFs (signed distance fields) exist. They're a lot faster and much more robust than MeshColliders.
kind regards,