Question by
Darqk · Dec 05, 2015 at 08:18 PM ·
collisionrigidbodydestruction
Is it more efficient to leave a rigidbody as isKinematic and activate it when needed, or to just add it in game?
I am attempting to create a destructible environment and am currently working on creating walls that can be destroyed. Right now I have a model of a wall which is broken into about twenty pieces. I am just wondering whether it is more efficient to add a rigidbody to each of the segments in the editor, set isKinematic to true, and then set it to false when it enters a collision, or to add the rigidbody when an object collides with the segment. Thanks for any help.
Comment