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Answer by doublethink · Jan 17, 2013 at 10:55 PM
Most games I've seen use box colliders to keep physics calculations simple. Usually a lot of boxes placed somewhat-accurately around the playable area to create 'invisible walls' with no where for the player to escape. I know the Unity Bootcamp demo uses this technique in the starting area.
Answer by danilonishimura · Jan 17, 2013 at 10:18 PM
@RiseX, there is some ways to do it:
Model the collider in a 3D modelling software and import the mesh into Unity.
Create several transparent boxes around the island.
If your whole scene is this round island, you can define a maximun Distance from the center and while your character moves, check if the next position is smaller than the distance you defined.
The round collider is not a solution that I personally like, but you're the one to decide.
As @deoublethink pointed out, the best way (and the way I'd recommend) is to use the BoxCollider approach.
Ok thanks. But if I use a box colliders shouldn't it take like several hundred of these to fill the whole island. I actually thought the mesh collider around a model was the best idea but I could be wrong.
Unity can handle thousands of box colliders with ease. Even so, try to make them as big as you can. Collisions with custom mesh colliders of any size take more cpu power to process than standard boxes.
Answer by jmgek · Jan 18, 2013 at 01:30 AM
I would put a simple plane colider at the same position as the water then when they enter into the water just kill the char. this will leave alot of free resources for you.
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