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Question by gzzhongqi · Oct 19, 2016 at 02:10 AM · collisionslowmeshrenderer

Unity slow when objects pass through each other

I am creating a game where I have a very large gameobject made up of thousands of children cubes. Each cube has a collider and the parent has a rigidbody holding them together. I also have a house object that I imported from free models online. The house only has mesh renders and filters, so anything that hits it should just passes through. The large gameobject can be thrown around by the player. The weird thing I found is that when the gameobject passes through the house, the scene will freeze for several seconds. It seems that this is really computationally difficult for Unity. On the other hand, when the gameobject hits the ground, which has a collider, this would not happen.

More proof to my point is that since my game is in VR, the player sometimes can use the controllers to force a gameobject into passing through colliders that the usually should not be possible to pass through, like the floor for example. Again, this makes the game freeze for a bit while normal collision does not. I am curious about why this is happening. Is clipping just slow? Or is there something that I did wrong? I also would like to solve this problem in the game if possible.

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