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Question by boudinov · Dec 06, 2012 at 01:03 AM · animationperformancecolliderskinematicrigidbodies

How to properly setup kinematic rigid bodie(s) and colliders in animated human character

Hi, Lets say we have a skinned character model with bone animations. I want to have colliders on body parts, like lower leg, hip, body, torso, arm... Some body part colliders can be compound (made of several colliders).

Animations move colliders around via bones. I do not care about the character pushing around physically simulated objects, i need the colliders structure to raycast against.

The question is, Performance wise, is it more correct to have One Kinematic Rigid Body at the root of the character gameobject hierarchy, or have Several Kinematic Rigid Bodies, one on each body part, where the colliders do not move relative to each other?

In other words, is it more expensive to recalculate a dynamic colliders structure of one kinematic rigidbody, or to move/rotate several kinematic rigid bodies with unchanging colliders structure?

Thanks

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