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Multiple Meshes VS Armature
As an example, I want interactive fence sections like in driving games. But I realize that each piece being a separate mesh could have a noticeable performance impact. So, as an alternative, will a singular mesh with armature bones, colliders, and rigidbodies on each bone be faster than individual objects?
I could separate the fence into the individual panels within the same mesh, add an armature bone to each "separate" panel, and then attach all the necessary components to each bone. But would that be better than just having each panel counted separately? If not, are there any better alternatives?
Answer by Kciwsolb · Apr 18, 2018 at 10:46 PM
If by intractable you mean something like you can run into them and they break apart into pieces, then I would not use an armature. I would make the fence into segments say a few meters long. These segments might visually contain a few vertical posts and the cross boards between them. When your car hits one of these segments, you could destroy it and instantiate a prefab that contains separate pieces with Rigidbodies. Then these separate pieces would go flying away as the car drives through them.
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